Character Keeps Running After It Shouldn't

So I have this pretty simple Chat Box setup where when I touch a box on the ground it prompts a blueprint to create a HUD Widget, place it, take away player movement and then I can use my mouse to cycle through the Dialogue Pieces.

One problem though, when I go and activate the dialogue system, my character keeps running in one direction without stopping. I can’t seem to find nodes that help me solves this.

[Video of Issue here][1]

The picture below shows where the node should be put in to solve this issue. I found a couple like Disable Movement, but after using that I can’t find “Enable Movement” so my character just stands there unable to move after the dialogue is done…I also tried “Stop Movement” but that didn’t work either as even though the character stops for a moment, it begins running almost immediately after as if that node was just a speed bump.

https://forums.unrealengine.com/attachment.php?attachmentid=130143&d=1487628456

Hello,

When I see that, I think it is because your “Release” event on your input to move forward is not called, so each tick, it is like you are still pressing the key to move forward.
The event is probably not called because you set the focus on the dialog system (after using “Set Input Mode UI Only” I imagine) before trying to stop.
Should it be the solution ?

Is there a node I can use to release the move forward event?

I just watched the code for the third person character and it seems that, since they use the Axis value, there is no “release” thing. Before going any further in this direction, can you put a Print String after the MoveForward event and display the value of Axis variable. If it is still at 1 when the dialog system is showed, that will be the issue origin. If not, we will have to think about another thing.

But how would I stop the player character from moving after activating the dialogue?

You can put a simple “If” with a variable “IsAllowedToMove” that is true by default and set to false when the dialog system should appear. And back to true when the dialog system is closed.

You don’t need a bool, you can just “disable input” before setting UI only, then enabling it again when the UI is closed.

Yeah that worked well for me. Here’s a screenshot for reference.

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