Branch always true

Hello!
I wanted to ask, what I am doing wrong? The events are all fireing, but the timer just wont stop.
The var at the top is ALWAYS true. I restarted UE, my PC, reinititalized the Boolean and it still wont work. You can find the Log behind the Spoiler :slight_smile:. I would REALLY appreciate help, due to the fact I am still pretty new to ue5.
Thanks already: ~Tonai.

Log
[2024.10.24-16.25.17:736][479]LogBlueprintUserMessages: [W_Timer_C_0] Timer Started
[2024.10.24-16.25.17:736][479]LogBlueprintUserMessages: [W_Timer_C_0] true
[2024.10.24-16.25.20:292][651]LogBlueprintUserMessages: [W_Timer_C_0] Timer Stopped
[2024.10.24-16.25.20:292][651]LogBlueprintUserMessages: [W_Timer_C_0] false
[2024.10.24-16.25.20:596][673]LogBlueprintUserMessages: [W_Timer_C_0] Timer Stopped
[2024.10.24-16.25.20:596][673]LogBlueprintUserMessages: [W_Timer_C_0] false
[2024.10.24-16.25.20:888][694]LogBlueprintUserMessages: [W_Timer_C_0] Timer Stopped
[2024.10.24-16.25.20:888][694]LogBlueprintUserMessages: [W_Timer_C_0] false

1 Like

Here? I’d say nothing. (apart from the fact I wouldn’t make a timer using Tick - there’s a better tool for that - a Timer, ehm. But who knows what you’re up, perhaps this is needed.


I’d look for the issue elsewhere. What are the chances something else modifies the boolean?

Yeah I tried it with Timers but I wont get it working. Nothing else can Modify the Boolean. I think this also is the problem: the Branch wont work at all…

How are you testing this? Are you using the actual debugger or eyeballing the result? How does the data flow:

You say, the var is true while it, clearly, is not - as confirmed by the log. Could the issue be that we’re testing / observing the wrong thing?

No we are not. My Simulation doesnt even show these Orange points although I have selected the correct debugging Project. But the whole thing is Buggy asf. I am currently trying to do the thing with functions and all of a sudden the set Text thing wont work anymore, because now Timer is none. Wow.

Hello,
From which blueprint are you calling your interface trigger “Stop timer” ? Did you check if the call is made ?

Also, did you try to connect directly the Set boolean (set to false) in the branch node ?

Hope it can help you :slight_smile:

You have a much bigger fish to fry than a Branch not working. Branches and booleans work fine. The issue is elsewhere.

Well, this is beside the First Person Character script the only blueprint in here. I already tried it with Timers as you said, Invalidating them doesnt work neither. And yes, I tested if the invalidating function is called.

The call is made and the events after are also fired. And for the last thing: yes I did.

You’re doing something strange the script has nothing to do with, based on that one comment. The debugger is here, btw:

I was not talking about simulation.


For all we know, you could have added 5 widgets on top of one another and are simply observing the wrong one. Note that we know nothing about what you’re doing bar from the snippet of script that looks OK.