I have a rather interesting dilemma. I created a blueprint for a switch on a wall. When the player approaches it, it enables input and allows them to press “E” to activate it. It activates fine. My problem is, I have an event dispatcher which fires an event to the level blueprint because I have a puzzle in which the player must hit 3 different switches in a specific order. All 3 switches are using the same blueprint. The first switch I activate fires fine and the event is called in the level blueprint to do the appropriate things. When I get to the second switch. The event doesn’t fire.
As I said, the first switch that gets activated fires fine (I’ve placed breakpoints both in this sequence and in the event in the level blueprint). After leaving the breakpoint on the call event here, the second switch I hit, completely skips over the event call even though it has a breakpoint on it and turns the light on. The sequence completely ignores the event call even with a breakpoint on it.
Does anyone know why this is? If so, how do I fix it? Please don’t tell me I’m going to have to use 3 different blueprints to get this to work correctly. That seems rather… inefficient.
Thanks a bunch!