Hi…Can anyone please shed any light on why this Blueprint is not working?
It’s just a simple rotate action for the Second Hand for a watch animation but when I play the animation nothing happens.
Hi…Can anyone please shed any light on why this Blueprint is not working?
It’s just a simple rotate action for the Second Hand for a watch animation but when I play the animation nothing happens.
Is this
a static mesh component?
Hey ClockworkOcean…Thanks for the response. Yes it’s a static mesh component
There’s nothing wrong with the blueprint. I think.
When you rotate the second hand manually, it’s the Z that changes?
Yes I can manually rotate it on the Z axis
Is it possible to have a different input other than the ‘Now’ node? I’m thinking maybe UE isn’t accessing the computers clock for some reason.
You can use a print node to check it is.
Or show us the actor hierarchy → what is attached to what. Not sure how I’d make it not work, though. The script seems fine.
Ok so where do I plug the print node into?
Is it a Print String Node?
After Set Relative or Delay.
A Print String Node?
Sorry it’s my first attempt at Blue Prints
Aye, a.k.a. the ultimate debugging tool extravaganza:
No joke. Every time it triggers, you get a message on the screen and in the output log so you can monitor what the blueprints are doing.
my first attempt at Blue Prints
Is your watch actor in the scene? Or you’re trying to test it in this viewport:
Ok so I plugged it in after the Delay Node. I’m not seeing “Hello” when I Play
It’s in the main scene and in the Viewport
And you:
?
Yes that’s the play button I’m using
Ok so it works when I use the Simulate button, didn’t notice that, but not in the game
And that is weird. Is there anything special regarding how it’s added to the world? Did you just drag it there:
Or some other way?
I dragged the meshes into the viewport drom the browser
Do I need to drag the Blueprint into the viewport?