Apply Damage and Event AnyDamage have different values

Hello,
I have a little problem with “Apply Damage” accuracy.
It generates a random number and passes it through “Apply Damage” but the value at “Event AnyDamage” is different. Any idea why?

Is apply damage strictly being called by the server? If not you could be getting a dbl execution.

You’re generating 2 different randoms here:

You push one into the interface and the other into the actor / widget / text render (whatever shows 5 here) to the right where we cannot see it.


  • either generate the random value once and then use it many times, try:

  • or move the part of the script that shows it (the widget / actor thing) into the Pepe actor who receives the interface message
  • the debugger might be showing the wrong info - it’s not reliable when values are evaluated off pure functions => stale data
  • I might be wrong and it is, indeed, a multiplayer thing

edit:

  • any behind the scenes Damage Type Class processing, since you are using it?
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I am just dumb… I didn’t realize that the debug shows the last number generated which is the one that goes into the widget

So I did it like this:

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