The trigger is an OverlapEvent and when the condition is met, it fires up and prints the string. But it don’t do what the H-Key does. When connected to the Set Enable Gravity, nothing happes, with the H_key connected, the ball (previously lifted) falls to the floor.
Ok let’s try something. Hook up the print to what you think it should do.
Then try a different key (“L” would be a good example) which you are definitely not using somewhere else and hook it up to the same thing. Then take “H” and do the same.
Now look ingame if you get the print from your gamemode call of your custom event. If yes and it doesn’t do what you expect it to do try to press “L”. If it is still not doing what you think it should try “H”. Maybe you have some more functionality hooked up to that key and it only works because of that.
The call goes through till the end of the line, the EnergyBool is set to false, this should free the ball movement again, but the ball remains frozen. When I plug J an call it ingame, gravity is back and the ball is free…
That is incredibly weird. Happy it’s fixed though. For closure could you answer your own question stating that you just recreated it and accept it as answer? (Just so it’s marked properly
It was my mistake. There was a Transform Node keeping the ball in place and released with the H-Key. So when I disconnected the H-Key and pluged the J-Key, a previuosly hit H-Key, released the ball and the J-Key could set the physics back. The H-Key was designed to turn some effects off and forgot the transform node. The custom event was designed to also turn the effects off without the need of a Key-Stroke, so that’s why it didn’t work. In order to work properly, the hit of the H-Key before the custom event fires was mandatory. Sometimes is like finding the needle in a haystack… sorry bothering you with this.