Hi,
I have a problem that I can’t solve.
I use an InputAction to pass a Sequence. I used this in a LevelBlueprint and everything works :
I wanted to use this same operation in a Blueprint Actor but it doesn’t work there :
I don’t understand how to fix the problem and I don’t see why it works in LevelBlueprint and not in BPActor.
Thanks for your help.
Well, you never save the sequence after you create it.
Also creating it on every overlap event is probably incorrect.
Something like
On overlap,
if sequence == blank
Create
Else
Nothing.
Then the input even needs to validate sequence too before use, which is best paracrice anyway.
If sequence !== blank > proceed.
On false, probably print string - or create the sequnce…
Hi,
Thank you for your reply. I didn’t understand when you said to save the sequence.
I added a boolean to know or not if reading was in progress with a branch by putting the condition with the boolean to use the input if it was true but that doesn’t change.
Can you show me with nodes directly please ?
Your sequence player variable.
Its null/empty.
If I promote the level sequence variable, I can’t use it correctly to connect it to something else that can be useful to me…
I understand the principle but I don’t really understand what to do there.
That makes 0 sense.
It becomes a variable.
You drag the variable to the blueprint and you use it however you see fit - sort of like you are doing with the level blueprint, but without having to fetch the sequence player out of if as it will already be of that type.
Except that the node play doesn’t play anything there
I updated the UE and uninstalled several plugins that were causing crashes and unwanted bugs.
Now with the trigger boxes it works without problem whereas before it crashed.
Thank you for taking the time to help me.
On the other hand, I just noticed that if I destroy a trigger box, they are all destroyed. Is it normal that this applies to everything?
Actually it’s okay, it wasn’t well connected with “OverlappedActor”.
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March 15, 2024, 1:28pm
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