So I set up a small sound system that basically plays a sound to simulate outside ambience. There are 3 trigger boxes. One for when you are outside the house, by the door which plays half volume, and one inside where it stops the track. I’m having a random issue not exactly with my system itself.
My blueprint works fine normally but if I decide to use the teleport node it breaks my blueprint. For example, If the player is inside the house(the volume is off) and I teleport them to a new location inside the house it random sets the volume to 100% again.
The Blueprint is actually set up how you just described it with just a few extra steps to prevent the player from triggering it more than once.
When you leave Box 1 it sets the Volume to half
When you enter Box 1 it sets the Volume to .001 (I changed it Like you suggested to see if it would help)
When you Leave Box 2 Volume is set to 1 (being Max)
When you Enter Box 2 Volume is set back to half
Box 3 is just For when they are outside this current map which then turns off The sound all together
The Blueprint works, but the issue is when i use a teleport node. It seems like UE4 registers it as the player left that Outside the Box and then is placed back in it triggering all 3 boxes to fire off at once.
The Blueprint is actually set up how you just described it with just a few extra steps to prevent the player from triggering it more than once.
When you leave Box 1 it sets the Volume to half
When you enter Box 1 it sets the Volume to .001 (I changed it Like you suggested to see if it would help)
When you Leave Box 2 Volume is set to 1 (being Max)
When you Enter Box 2 Volume is set back to half
Box 3 is just For when they are outside this current map which then turns off The sound all together
The Blueprint works, but the issue is when i use a teleport node. It seems like UE4 registers it as the player left that Outside the Box and then is placed back in it triggering all 3 boxes to fire off at once.