You mentioned the problem is the Tick function not firing… apologies. This might still fix it though.
The DeltaTick value from tick is the time since the last call to the Tick function… essentially it is the time between frames. This value is going to be relatively constant assuming you have a stable frame rate. You should grab the game time and attach that to your multiplier. Another option is to create a float variable and add the DeltaTime variable to that, and then use it in the multiplier node.
I am trying to make an object rotate infinitely via blueprint. I found another question like mine but I couldn’t quite get it working right. My object rotates a couple degrees, 6 I would assume as that’s what my Yaw Per Second Float is. But it only rotates a couple degrees then stops but shouldn’t it keep spinning because I am using an event tick to retrigger the event?
What happens when you watch the Blueprint, the Event Tick stops feeding the Add Actor Local Rotation node? Trying to reproduce the issue on my end, however I am not seeing it yet.
Well, I’m a bit stumped. I’ll continue to try to find out why this is happening but it’s a bit difficult now that we’ve ran through the general issues. It might be implementation specific.
Wes Bunn… can you jump back in please? 9thKnight might need to send you his asset to get this sorted.
Well, you said that it consistently stops at the same time when you run the level. Roughly, 80.715 which is about 8 seconds at 6 per second. Do you have anything that happens 8 seconds after BeginLevel event is called? Any timers? Does the vehicle variable A-Class_Car_black go NULL for any reason? I would search through your code/blueprint and see if anything is happening that would cause this to happen.
Hm… Now that you mention it. I was trying to make it spin another way earlier on but instead of a float I had accidentally used a lifetime float. So after a period of time the piece being animated was deleted. I am not using that now and the piece is not being deleted so I don’t know if some how that is still being cached?
I have absolutely no idea why your Tick function would stop being called like that. Honestly, I would make a new level, plop some test objects in there and try your current Tick node setup there and see if it works there. If it does, I would just rebuild it on the new map.
So I rebuilt the level and that seemed to fix it! No idea what was making the thing flake out but it works now. I was making a car spin in place. This time instead of using the Level Blueprint, I made an actor blueprint class with the car in it and put that in the scene. Here’s my final blueprint in conclusion, even though it’s similar to the above.