Hi All,
Been trying to make a “greater then” node trigger a sequence. It’s output is as anticipated at start, but when variable A become lower then B, output stay to thru. I tried with Floats also, same result. I miss something ?
Event BeginPlay fires once on the start, you need EventTick if you need to update values per each frame (but I don’t recommend doing this for everything - a better alternative is set timer by event UE5 Blueprint Tips - Event Tick Performance - YouTube )
Thanks for reply. But what I don’t get is there is no exec pin. How do I link the greater than and the event tick ? How we make no exec pin nodes execute ?
Regards,
Robert
Hey @robertgarand!
What @Yaklakootmaa2 means, is that your set node is only called once and not updated. So even though the variables may change, the start bool will never be updated.
Do you mean branch node?
What I don’t get is " how do a node without exec input pin get the flag/interrupt to update?"
Sorry if I’m not clear…I guess I have to find infos about flow control and node type. Like is there any “map” of all types of nodes with properties, behavior, what mandatory condition they need to execute ( like place an instance in level, need and interrupt, and so on…) I come form C++ and have difficulty adjusting to graphical flow of program…
Regards,
Robert
Hey @robertgarand,
Totally understandable! Flow control nodes do not automatically update. Instead you should be looking at your event nodes, as that will decide when the next node will fire. For example “Event BeginPlay” will only ever fire once at the very beginning. However, if you have a countdown that calls a custom event or an update node attached to an if (flow control node), that may be what you are looking for. Here are some Epic and non-Epic related sources that cover flow control and event nodes:
I hope the above points you in the direction you need!
Thanks a lot for the links, more adaptation then I tough, let’s start from the very beginning…again
By any chance, is there a whole list of available nodes, by category or type somewhere, like borland gave with their compiler, makes it much easier to find correct node|function then trying many possible words in the box ?
Best regards,
Robert
Hey @robertgarand,
There is the blueprint API reference which is separated by category. Here is the link:
I hope this is the solution you are looking for
Not exactly, there’s infinite available nodes, as you can create any number of anythings.
Turn off the “Show only relevant items” and you can see everything there is to see, but you can also shoot yourself in the foot by selecting things that you have no path to from where you are.