Button not working

Summary

Hello,

I have experience working with UEFN, and this is the first time I’ve run into this problem.
In my current project, buttons, switches, and triggers are not working correctly in-game: sometimes they activate, but only 1 out of 2 times (or even 1 out of 3). Occasionally, everything works fine when I start a session, but after restarting the game, the exact same devices no longer respond.

All events are properly connected, the logic is correct, but the issue keeps happening.

Does anyone know what could cause this unstable behavior?

EDIT : Today while testing my map I noticed that the buttons have a problem, they work but only on one side view, watch the video

Thanks in advance for your help.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

put buttons ?

Expected Result

event buttons

Observed Result

delayed event

Platform(s)

every

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Hi Code Flooky, Welcome to the Forums,

I’m assuming we’re working with the Button Device (as opposed to Scene Graph basic_interactable_component)

What I’m wondering about is what’s happening when the button interaction completes. - Is that a teleport? (In that case I might accuse the teleporter device of the instability)

What sort of actions are failing on the switches and triggers?

Hello, no, not the teleporters, because several buttons have this problem.

the other buttons should trigger a cutscene and yet the same problem persists the cutscene does not start

edit : moreover, while testing the map today I noticed that the buttons work but only from a side point of view, watch the video

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Ah, I thought a teleport might be involved because of the camera ‘pop’ in the last second of your first video.

I’m also seeing some strangeness in the 5 second mark of your second video where the camera looks to do a 360 and the door goes from playing an opening animation to closed.

Is the cutscene animation sequence separate from this door opening animation sequence? (or is there a cutscene(Camera Cut Track) in the same sequence as the animating door?)

As for the button only working from the sides, it makes me wonder if certain types of collisions that happen when an animation sequence is trying to play would cancel the sequence…

First thing to do would be to place a HUD Message Device and Trigger/Show it on the buttons ‘On Interact’ function. (If the hud message device triggers every time you press the button, we’ll know the button device is working and that the cinematic device is probably the problem)

Ultimately we’d want step-by-step instructions to set up a button/trigger and animation/cinematic that would showcase this problem.

regarding the opening and closing kinematics bug in fact it is not a bug because there are 2 doors I show you via a screen of the uefn, in fact in the video I show how to open the 2 doors

The only real problem is the button device. I don’t understand why it works when you stand on the side and not when you stand in front.

I will add a HUD device and I will test it and I will tell you again.

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Hello, I have now connected the button to the HUD and I will show you that it is indeed the button that is the problem via this video

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Hello, following the video I sent you, do you have any ideas?

Thanks for checking that, I also do not know why it would only work from an angle.

Are you pressing the ‘E’ (open) button multiple times or just once? (The way that the interaction timer keeps completing and restarting is strange)

Is your button a child of your door mesh? (Attached in the outliner)

I notice there is an ‘Interaction radius’ bubble around your buttons.

What happens if you increase the interaction radius to it’s maximum (2.5m) - do you see a difference when interacting with it standing as far as possible away?

If you move the button that controls the door away from the door, is it still broken?