and i tried to put this logic to it but it is not working or only the key alone hooked to the start or with a branch both methods dont work. Even if i just create a custom event and replace the event beginn play with it the waves arent starting… only the event beginn play triggers the waves and all works…
No that awso dont work. if i press Z then nothing happens. The wave only start when i hook up “event beginn play”… If i replace the event beginn play with custom event than the wave awso dont trigger to start at all
There must be some way to make this starting by pressing a key somehow i just dont know how it can work… maybe the key has to come later somewhere in the code or something else. I just try this but awso failed to work the wave just starts right away even if the branch requieres a valid key
Try using breakpoints. Select the Z node and press F9 and a red circle should appear. Then when you press Z in the game, it will freeze and you can see exactly what is happening if you step through each node with F10.
Yes, like that. If the game is not freezing, that Z is not registering, probably because the actor this is in is not set up for player control. You need to make sure that the actor this is in has “Enable Input” checked. There are other things which could affect player input not getting to this Z but try that first.
how to set this actor blueprint for player control ?
If i can make that that may solve another issue i have with this blueprint that i cannot bind any variable from it to be displayed on my widget have extra posted that here if you are interested to check it out
Yo i found it and you were right. i searched and found how to set the actor to get input and it now works awsome stuff ty! I set it like this and now it triggers when i press Z correctly
Yeah pretty cool that this works now. Btw if i set this auto recieve input to player 0 will that awso work if i have multiple player character in the game ?