I have a knob with its value set to 0.5 by default. But when I play the level even though the knob appears to be in the 0.5 position the parameter it’s affecting has its value set to what it would be if the knob was at 0.
What am I doing wrong?
I have a knob with its value set to 0.5 by default. But when I play the level even though the knob appears to be in the 0.5 position the parameter it’s affecting has its value set to what it would be if the knob was at 0.
What am I doing wrong?
Hi HariPrasad,
We’ll need more details to be able to help, snapshots are very useful (you can copy/paste images straight into your posts).
As a random guess though - you may be trying to handle the value as an integer when it should be float…
Thanks for the response
This is my how I have set my knob up
np
I’ve never actually used the Map Range Clamped node, but what happens if you change “Out Range A” to “4.0” and “Out Range B” to “12.0”?
Essentially instead of going from 0-1 it makes the knob go from 4-12. It uses float as well. So I am very confused. I need the specific numbers because I am trying to change values between that range using the knob.
Yes, I think you have the output A and B around the wrong way - it should work if you change them around.
It doesn’t fix it. The reason why those values are reversed is because it controls speed. If you look at the other map range clamped node it is not reversed. But it makes no difference how you plug the values in.
I am sure it’s some really silly option that I have left unchecked or something similar. Because I can’t find a fix for this anywhere.
What happens if you plug the output of the “On Value Changed” into the “Set” - you could add a break-point there as well to check what the values are…
I’m pretty new to blueprints (probably why I am running into this error). So can you explain in more detail. Thanks!
Ok, maybe first, try just "Print String"ing the value to the screen like:
If you drag from the “Value” to the PrintString “In String”, it will automatically add the cast to string.
You can also add breakpoints to your blueprints, when they get to that node, it will stop playing and allow you to inspect the values of your values at the point it stopped. Right Click on any node, and “Add Breakpoint”:
All nodes that have breakpoints on them have a small red dot:
Thank you so much I will try these