Blueprint Interface Problem

Hello, I would like to make a system which highlights (post-process outline) holdable objects.
The only problem is blueprint interface react fewer times than it’s called. Print String “control one” is showing two times more than Print String “control two”, I hope you can understand me. I attached screenshots below. And by the way if you can suggest a better solution than comparing variables to do that feel free to share your idea with me :slight_smile:

Please help!
Best regards.


Zrzut ekranu (1012)

Hi,

this might not be a proper solution to the problem, but from what I see and understood, it might be an issue with “Event Tick”.
I personally try to avoid using it and instead use a timer. Check every 0.1 secounds if the character is facing an object that he can pickup. With a proper outline fading in and out setup, the little delay is not perceivable. I am using this setup and never felt that my interfaces get called irregularly.

A thought on the problem itself: What is the target of the interface call? (first screenshot). If this value is a variable and not a constant, the issue might be there. But just because an interface is way faster than casting, it could be the case that your events stack (if really run on tick).

Hope my simple thoughts could be of any help

The target of the interface call is “hit actor” pin.

Thank you very much for your answer. It’s good to learn something new, in this case, I will learn the timers.

I changed my blueprint, now Tick_03 has been changed to timer every 0.1s. It will allow me to optimize the game, so I am very grateful to you for that, however my problem still persists. I also tried to use a timer instead of my object detection tick, but no effects.

Thanks for the kind words.

I tried to replicate the issue but couldn’t get a hold of it. In standalone, as dedicated server and as client, my interfaces are always shooting right away…

I run a line trace in my character looking for an object in the level that has my testing interface implemented. If this is hit, a string is logged BEFORE and AFTER calling the interface function. The actor itself that implements the interface does log a separate string as well. I have no delay, lag or stack when playing standalone, as dedicated server or client…

BP Setup
Main Character BP: Main Character BP posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
Interface Function inside target actor: Interface Functionality inside Actor posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4

I am using a “nearly-fresh” UE4.27 testing game. So it might be the context of your feature that causes the problems and not the interface functionality itself…