I’m currently working on a project where there are multiple different features that I need to reset upon the character landing, but I just can’t figure out how to make the “Event On Landed” plug into multiple nodes without either A. Breaking a previous system, or B. Just refusing to plug into multiple nodes simultaneously. I really don’t feel like I understand much in this engine and this has been winding me up for a few hours now. Any help or potential alternatives would be greatly appreciated.
I am not sure I understand the question clearly. So would like to ask
what kind of systems you are trying to reset?
Are they encapsulated systems and code blocks?
What kind of trouble you are exactly having in terms of systems being broken?
Ex: Double Jump vs Dash Jump
Condition : Double jump can be performed 2 times before landing.
Condition : Double jump can be performed after a dash like on ground granting 2 additional jumps. (Dash resets double jump counts)
OnLand-> End double jump count or ability, reset counts.
OnLand->Shake Hud
OnLand->Play landing sound, shake camera
OnLand->Decrease movement speed briefly
OnLand->If speed above X calculate a damage and decrease player health.
etc?
Explain and elaborate your question further please in detail, community will help.
Sounds like you need to sequence it and run the other outputs to custom events to feed whatever.
You can use a Sequence, just keep in mind that it doesn’t wait for one thing to finish executing before starting the next one.
So if order of things isn’t important, use a Sequence, but if the order is important (something later down the line expects a bool to be false for example), then put it in a long line of things that happen (or look into async macros or event dispatchers that signal when what finished executing).