I’m running into a really weird issue suddenly where the “NOT” boolean node isn’t working correctly. I am executing a multicast function that checks the boolean “Crouch Pressed” connected to “Not”, to determine if the player should jump or stand up. So now the issue: if I debug and watch the Crouch Pressed boolean from my client, it is False and the Not node is true (good). If I crouch, the crouch pressed boolean is true, but the Not node is still true, and causes my branch to output the wrong result. Does anyone know what’s going on here? I am on 4.22.3
Hi, CrouchPressed is just updated when the crouch button is pressed. It is running because when I debug and watch the CrouchPressed boolean, it updates. It is the result of the “Not boolean” node that isn’t updating to reflect the opposite of CrouchPressed. I’ve included a screenshot below to show what I mean.
When CrouchPressed is True, the NOT node shows false, which is correct. But when CrouchPressed shows false, the NOT node still shows false.
I actually did try that, I just tried it again and get the same result. It’s so bizarre. The client is properly seeing the CrouchPressed boolean update when the server crouches and uncrouches, but the not/not equal boolean is stuck on True no matter what.
WOW. Guess what? Making my multicast function reliable fixed it. This is the first time I see something like this. It was very consistently not working properly without reliable checked, and I can even replicate it now if I uncheck it again. If anyone at Epic reads this: would this be considered a bug? It seems very odd that the client is getting the proper value of the actual boolean but the NOT node connected to it is wrong.