Branch does not fire off code despite inputted Boolean being true



I’m trying to set up a rudimentary system for selecting sets of abilities useable to the player, but for some reason the branch node that governs if one of the aforementioned abilities fires off if the F button is pressed does not work, even if it’s Boolean value is true.

It’s strange because I have another branch node just like the one pictured that works perfectly. What should I do?

I would begin by suspecting that the event is the problem. Hook up another print to the false output for the branch to detect if this code is firing off at all in the first place.

I tried this, and stings fire off just fine when put at the very start of the “F” event. I think the Issue is in the branch not recognising that the inputted Boolean is true, when it has been set as true by the player.

hey! just bumping this since I still don’t have a clue how to fix this issue. Help would be dearly appreciated

Can you provide some context showing where RPC_Become_Mayflower and RPC_Become_Juggernaut are triggered? I would suspect that RPC_Become_Juggernaut is not being triggered at all, or that RPC_Become_Mayflower is being triggered at an unexpected time.


Here’s what’s triggering them at the moment. Both buttons seem to fire off correctly from my tests.

Also, sorry for the wait between posts, had to take care of some IRL stuff.

Does it fire off if you unhook the boolean and just set the branch to ‘true’?

If so then it is clear that your boolean is not being set properly.

Yep. When the boolean was unhooked, it worked. How should I properly set the Bool though? The event that toggles it still runs fine. IDK what’s going on.

What happens if you hook the output end of the set node to the branch instead of using a get node?

nothing happens. it’s the same outcome as using a seperate get node for the boolean.

Update on the issue I’ve been having, I moved where the branch node to check if the bugged code should fire off or not, and I’ve found out that while nothing visually happens, the game still spawns the actors as intended, but they are invisible. This is strange because when the branch is manually set to “true” without any input from my boolean variable, the feature shown in the video below works as intended.

video showing off the problem