Seems like an additional step I would never have figured out I need to use, but makes sense. Though, the results are still the same and there is neither left or right movement. This is currently my set up, am I wiring something incorrectly here, or do I need something else added? I wasn’t sure whether to wire the float value SETs with vector SETs, but either way it’s the same result. I added a string print to see if the Event is actually firing, and it seems to print, the intended message, so it is running. It seems even setting a default value to the vector doesn’t make them move.
And I noticed AddActorLocalOffset has 3 float values in your example, where as mine, even when it’s the same action module, has one vector one, do you use an older version or? For some reason using SetActorLocation instead I at least have them spawn where I want to, where as with AddActorLocalOffset or AddActorGlobalOffset, they spawn some place else, odd, and it does not have any physics collision set to break position as far as I’m aware.
