I have plans to steal objects, but first and foremost coins. Will add objects later on.
I have done exactly like yours, however the enemy still have endless pockets and me allows me to spam R. What am i missing?
Can we see how you are calling this function?
You need to call it. To call it means to use it. You need to connect the function to the rest of the code.
My suggestion is to take a step back, look at some tutorials, true fundamentals, try to wrap your head around how stuff works first.
Yea, that is propably for the best to just learn how blueprints works, i am eager to jump into and work on this game but without having any backround in blueprinting doesnât bode well.
Realy appreciate your help and taking your time, I will propably figure this out in some time.
I mean, all the bits are there. Have one function that returns the coins and counts the attempt, and delays. Call it in the loop and send the int to the Game Mode
You really are pretty close.
The pickpocket is a function of the NPC blueprint, not the playerâs. Itâs the NPC that must store the attempts, delay them and generate coins. The very first pic I posted:
This function and all the variables belong to the NPC. The player cannot (and absolutely should not) track what the NPCs are doing with their money and time. Itâs the NPCâs job; you grab one or more and run their Pickpocket function; they will tell you (return) what can be stolen.
You had it going here:
Not sure why you moved the function to the player. Also, avoid plopping down orphaned nodes, use the context sensitive nature of the wires: drag a wire ==> then search:
Alleviates lots of headaches and helps preventing mistakes as youâll receive filtered results that make sense in this particular context.

Looks fine. I hope youâre calling the right pickpocket function that has all this inside.
Its in a sequence but shouldint make a difference.
Whatâs in the sequence? Itâs not even connected⌠which means the attemps are not being set.
You do not need this:
