Apply Damage and Event AnyDamage have different values

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?
2 Likes