I’ll admit, the code I made is probably not very well made. I am not a programmer, I know nothing about programming. Literally everything I made is either from scratch or I learned it from watching YouTube videos.
Anyway, I’m trying to program a pole-vaulting mechanic, you know, the kind where you latch onto a horizontal pole and swing to the other side.
The problem is, I have the blueprints set up to where if you’re latched on you should move to the front of the pole, but if you’re not latched on it just moves you to 0,100,0 on the map.
What’s weirder is that after you latched onto the pole and let go of the E button to jump off, when you let go of the E button again when you’re not latched on, it moves you back to where you were when you jumped off the pole.
Well actually my problem is that E release is activating even though I’m not latched onto the pole. Even though the Boolean clearly says it’s not supposed to do that unless I’m swinging it still activates when I’m not. I don’t know why the Boolean is doing that.
It makes sense to me. You grab onto the pole with the E button, you hold on to the E button to hang on to the pole, you let it go of the E button to let go of the pole. I don’t get what’s flawed about that.
Although I did set IsSwinging to false and it stopped my character from going to the center of the map before latching on, thanks for the help :). Now I just need help on how to stop her from going to where she jumped off after latching on.
Please tell me your joking lol, this is an easy fix. The code you have is set up so it will set your character to (0, 100, 00) Remember that unreal does not know if you mean local space or world space so it assumes world space. thats why its teleporting you to (0, 100, 00) which to unreal reads the middle of the world but 100+ for your X/Y/Z Axis. at your set actor transform btw. go ahead and add get world location for your actor and this should clear up.
I honestly don’t know, like I said, I’m not a programmer, I don’t know what I’m doing. I had a programmer, but he won’t return my messages. And everyone else had to quit because of personal errands, it’s literally just me at this point. To be honest, I’m just sort of trying my best to figure this out.
im not sure whats hard about this? ive already given you the solution… you have to tell it where to go. unreal determines it as world space and there for you should set up the object that you have with the proper node. for your move to location you need to plug in your characters world space you have it set up so it sends you to 0.100.0 in the world space. youll find it works after that. the other issue is that your casting to the bp of the pole not all bps of the pole which means your effectivly saying you only want one of the poles to work but your not telling unreal which one so it picks a random one.
The problem isn’t the location. The problem is that the trigger is moving my character even though the boolean tells it not to. I’m trying to get it to only work if you’re latched on, but it keeps triggering outside of that. Admittedly, I probably should’ve picked a better title for this topic but I digress. It doesn’t matter anyway, I’m just gonna delete what I have and start over. I would delete this topic, but the source post is not giving me the option, usually there are three dots you can click on and there’s a trash icon, but it’s not giving me that option for some reason so I’m just going to abandon this topic thread. Thanks for trying to help everybody. I just wish I was an actual programmer.
Now hold on i was not aware of it double clicking maybe because im blind af lmao but if your having double clicking errors then you should implement the do once function on your pressed and the only way it resets is when the release is done, if its allowing multiple inputs and the release is giving issues still then add a 0.5 delay on the released button before the reset of the do once node. then you wont have it put out multiple inputs.