Are you actually calling the destroy totem event? I notice you didn’t add any logic to hide any visuals- visuals you definitely have.
So if the totem disappears before unfreezing, that means you’re still calling DestroyActor rather than that custom event. DestroyActor should absolutely never be called for this totem outside of this event.
This works on your player character since you’re not destroying the player character. If you pause the game after freezing them and manually destroy your player character (or controller if that’s where the ability is) you’ll notice they also never get unfrozen.
Where should i call the destroy totem event ? I had destroy actor previously but its not connected anymore. All i have right now is this freeze custom event and the unfreeze event with the timer (and afcourse the apply materials function) Im not sure where to call the destroy totem. I don’t have anywhere else “destroy actor” node atm..
I’m kinda confused how to hide/delete the visuals you mentioned. Yes i have some but do i need to just add them there or even connect them to the destroy actor at the end ? Because i try that but emitter cannot be connected to destroy actor node.
Or do i need to just add all my visuals there ? Then i need to call this event somewhere to execute it right ?
I don’t even know how this totem dissapiers after 10 sec.. I have the spawn logic on my player character for it and is pretty simple one but there is no destroy actor anymore connected anymore. Now i only have the new custom event that i did from above this “destroy totem event” but when i need to call it somewhere not sure what makes the totem acctually to “dissapier” as it is right now…
This is on the player character just spawning logic when pressing a key..
DestroyTotem should be called in lieu of DestroyActor. So wherever you previously had your destroy actor should be where you call DestroyTotem.
Your Totem is an actor- anything that can be directly placed in the level is, in some level up the hierarchy of inheritance, an Actor. Destroying an actor will destroy all of its components (in this case the emitter, collider, and whatever else you have). But here we want to destroy or hide those things before we actually destroy the actor. In this case you can simply use the destroy component node. You can plug multiple targets into the node, so take advantage of that:
You should place this destroy node where I’ve commented “Delete all visuals”
Calling DestroyTotem where you previously had DestroyActor, combined with DestroyTotem destroying all visuals will be what makes it disappear. The destroying visuals will make it be invisible while it finishes up the unfreezing logic in the background. Once it has finished unfreezing, it properly calls destroy actor.
This may mess up the whole setup from you that’s why i disconnected those completely so i can follow exactly your setup.. On Your setup i didnt had any remove actor thats why i’m wondering where to call it there.. But here it is where i previoulsy had the remove actor.. If i want to put/replace destroy actor with the new Destroy totem event instead then i need to replug my old code as well to it..
On the top is the added code of mine which adds 2 functions. 1 is mana and the other is health regeneration.. The red dot is where the destroy actor was namely here
So with this setup when my code is connected and then i add the remove totem event. Nothing happens and the ai just stay frozen forever. Where would you call this destroy totem ? It must be wrong where it is of now or it should have work, right ?
Edit:
This is explicitly only your code which i used previously just to make and follow the whole thing as precise as i could.. I had event beginn play connected to this timer event..
As of now connected like this or if i connect my nodes and add “destroy totem event” both seem to have the same result. ai stay frozen forever. On your code im missing to call the destroy totem event somewhere tough..
I’m not sure… feeling a bit under the weather. Here’s a project though- everything’s working in there (print statements and all), so maybe explore around the totem bp and try to see what’s up.
Ty! i will check it out later and see if i can see how it works and compare and maybe learn or scrap something out of it so mine will work. For now i am happy tough the single freeze skill is finally working no more the need to stay in the collision range to get them unfrozen. And the totem is working awso fine with my delay nodes or if i change the time interval so that it unfreeze the enemy befor the totem expire then is fine… I understand that stunning will not work togheter somehow but maybe there is some workaround…
Edit:
Ah i see it’s unreal 5.2 can’t use it and i am not planning to upgrade to it.I have 5.1… After reading that many have issues with it i do not want to upgrade to 5.2 yet…