I’m making a window that you can open by pressing F, so I added some meshes I made as components onto an actor blueprint, and started scripting.
I added “on component begin and end overlap” events for my box trigger which toggles a tooltip text’s visibility and enable/disable player input, and then I added an “F key press” event, hooked into a flip flop which would play and reverse a timeline node, that controlled lerp rotators to set relative rotation to my window sashes.
when I had just one timeline float track, everything worked good, if I pressed F before the animation finished, it would pick from where it was and reverse, all fine, but then I tried to get fancy and add animation to the handles, so I added another float track to the same timeline to keep it simple and reverse in the correct order, but now when I press F, the animation plays only once, I have to get out of the box trigger and step in again, to be able to play the animation in reverse. this time everything works, it flip flops the animation fine, but the first time I step into the box trigger, I’m able to play it only once, which makes no sense to me
edit: ok so I was trying to diagnose it, and it appears that as soon as the first timeline float track finishes, the “on component end overlap” event triggers and disables my input (it also makes the tooltip text invisible) but I never left the trigger box. so I thought maybe one of the meshes was triggering the end overlap event, but i thought only pawns could do it,and also, the second time I enter the trigger box and try to interact, this whole thing doesn’t happen, it works fine.
what is wrong with this code?
(in my variables, “janela” means window, “maçaneta” means handle and “folha” means sash)