Alexa.Ki
(Alendromeda.ki)
1
Hello, I want to do something like you see in the function:
void AVeahicleSounds::PlayHorn()
{
if(bHornPressed)
{
if (IsValid(CollectionVehicleHorns))
{
if (CollectionVehicleHorns->Datas.IsNotAlreadyHorn)
{
Log("HornPressed True");
VehicleHorn->SetActive(true);
VehicleHorn->SetActive(new);
}
}
}else if(bHornReleased)
{
Log("HornPressed False");
VehicleHorn->SetActive(Reset);
}
return;
}
The problem is the horn never activated when the key is pressed.
But the string is logged on the screen to show horn pressed.
c0r37py
(c0r37py::)
2
hi Alexa, I think you don’t need SetActive new
just do it setting it to true
.
give it a try, cheers !
1 Like
Alexa.Ki
(Alendromeda.ki)
3
Thank you sir for reply, but still the horn is not activated, but doing this using blueprint is fine.
SolidSk
(SolidSk)
4
void AVeahicleSounds::PlayHorn()
{
UE_LOG(LogTemp, Warning, TEXT("PlayHorn"));
if(bHornPressed)
{
UE_LOG(LogTemp, Warning, TEXT("bHornPressed"));
if (IsValid(CollectionVehicleHorns))
{
if (CollectionVehicleHorns->Datas.IsNotAlreadyHorn)
{
UE_LOG(LogTemp, Warning, TEXT("HornPressed True"));
VehicleHorn->SetActive(true);
// VehicleHorn->SetActive(new); WRONG PARAMETER TYPE
}
}
}
else if(bHornReleased)
{
UE_LOG(LogTemp, Warning, TEXT("HornPressed False"));
VehicleHorn->SetActive(/*true OR false*/, true);
// VehicleHorn->SetActive(Reset); FIRST PARAMETER IS NOT RESET
}
//return; NO NEED
}
SetActive function:
virtual void SetActive(bool bNewActive, bool bReset)
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/Components/UActorComponent/SetActive/
To Reset you need to use first a boolean to bNewActive ( true or false ), then true to Reset.
1 Like
Alexa.Ki
(Alendromeda.ki)
5
Thank you sir for explaining in more details, now this answer works for me )
1 Like