When one of my players go in the water the rest can fly(the one in the water cant fly tho). how do i fix this. Screenshot - 3ca50c00498c55fe0861577e20e84438 - Gyazo Screenshot - e05bbcee2dc5f19c5434a87fbf297364 - Gyazo
Sounds like all the players are of the same class, and they haven’t been set up to relocate or use instances. First thing I’d try is ensure variables like “is swimming” is set to instance editable. Otherwise yes when any player triggers this event they will all start “swimming”
hey, I’m pretty new. i did set is Swimming to instance editable and they problem is still happening. Do you have an suggestions on what i should do next.
I’m far from a master myself, I have yet to experiment with multiplayer mechanics myself so that was honestly a wild guess. @Everynone @Mind-Brain @SupportiveEntity I’m sure know alot about this kind of stuff
Hey there @ParBlaze! Welcome to the community! From what you showed off, I don’t see the issue immediately. Where are these events located? On the character BP? Is that a variable set elsewhere for the CM or a direct ref?
The first screenshot with the start and stop swimming is in the character BP. The second screen shot with the event overlap is in my water BP.
Screenshot - 78f058248d0d9f361e2cdcc1bb609287 - Gyazo this is also part on the swimming in my character BP i dont know if any of this is the issue
Ahh I didn’t see the second link, apologies! That’s an odd one, since it should only cast to that specific actor (and their proxy network wise). As a test, print off what actor is touching the water, what actor is receiving the cast, what actor is calling to swim, and place a breakpoint on the swim event as well. That paused frame should give us a good amount of information.
I Tried to do that break point but it didn’t give me any info before stopping but this is what i got when i went in the water. Screenshot - 1afe90f8daae30f01e9aebb72129d5aa - Gyazo. i wasn’t 100% sure what you all wanted but this is what i did Screenshot - 53ce7421546164e4bce280d9ac231eed - Gyazo.
i think im running into a problem with the water volume
Judging by the output, it does seem like the volume might actually be hitting everyone. As an extra layer you can print what is impacted by printing the Other Actor
after your tag check as well:
I hope i did it right this time. Thanks for the picture im really new and dont know how the commands and stuff. Also thanks a lot of the help i dont know what id do without it.
My guess is that some variable or function that should be private is set to public which makes it shared between all instances. The class being public is expected, but if you’ve got multiple instances of that class in your game at the same time pretty much all the variables in it need to be private unless it’s intended to change that property for all of them at the same time.
If it’s making them all fly, it probably ahs something to do wiht gravity (I mean when swimming you generally want to disable or maybe even invert gravity, which would make it look like he’s swimming in the water, but if applied outside of the water, would make him fly)
I would also suggest you use an interface instead of a cast to call the swimming function since it’s the sort of thing you’re likely to want to implement for many classes and not just the third person character class.
ill have to look into it. I havent really worked with interfaces at all so i wouldnt know where to start. Thanks for the suggestion.
If anyone was wondering i did fix it the problem. It was in the Water Volume/Swimming. I just removed it and changed the movement mode to flying and it works fine.
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