Set Boolean from notify event not working

I have a notify whenever my enemy will attack to tell the player when the attack is coming. I want to make this T/F statement set to true so that it will fire from a different line of code. The notify works just fine and will go all the way to my “Set L to true” but for some reason it doesn’t actually set it to true and keep the value. It will still read false. I’ve debugged it by putting a string after “EvasionalLFinal” and it fires it just fine.

Same with the “Q” key. Upon using Q, it will set “L” to true and keep it. But when using the notify to fire everything, it won’t make “L” true. I’m pretty new to UE5 scripting so please if anyone could help me with this it would be great. I’m just so confused on how it doesn’t make it true even though it will fire off a string and everything. It’s really odd

Replicated variables have to be set on the Server.

Will try when I get home. Thanks for that!

However I will say. I should’ve said it earlier but this variable is ONLY inside my combat component and only exists in there so would server replication even matter for that? I’m only trying to set a variable to true once I fire a notify from my animation.

It works perfectly fine firing anything else but just not setting the variable to either true or false.

Well you aren’t actually using a notify.

The second image isn’t setting the return to true. Static False.

Okay I set the return to true and still nothing changes. Set the variable to replicated as well :confused:

If I put a branch after the variable it will read it being true and not false. Though when I try a branch with it when another event fires, “L” will be false. No other component is changing the value of L at all besides the “Doesn’t work” thing I have set up