Too many Debug Circles are drawing instead of just one

I am trying to draw a debug circle to show the movement distance.
The actor has one variable for this, I use it as a circle radius.
It works. It is simple.

But it simultaneously draws multiple circles using the same variable from all the actors on screen.

They all use the same character blueprint and have the same variables. They do not share anything. As you can see, they all use different health bars.

However, somehow, the movement distance variables of all these characters are used by my main pawn while drawing this circle.

Why?
How do you draw only one circle?

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Are you saying the circle of all characters are being drawn around one pawn?

Is this multiplayer?

Can you show the code for drawing the circle?

Sure.

There are several Characters in the game. They all are parents of one blueprint. They have the same variable.
When I draw the circle for the possessed pawn, it draws as many circles as there are pawns in the games, using their variable values.

This is not a multiplayer.

I think if you just remove this node, it should be ok :slight_smile:

Didn’t help.

What’s more, I thing this works the same with all line traces

Instead of taking one actor it takes all actors in the game

image

Let’s deal with the circle first.

Do you want one circle around each player?

What happens when you remove that node?

Now it draws one circle. But under every actor.

I though that’s what you wanted… What do you want with the circles? Just the player?

Then say

You’re a lifesaver.
It’s so easy and logical and simple, and I’ve been struggling with it for three days.

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â– â– â– â– . Now it is drawing it only for the first character. If I switch (posees) to another one the circle is not being drawn.

Does the newly possessed actor have the same function DrawWalkRange?

What is triggering this function? Is it on tick?

I completely forgot that the event calls itself, not set On Tick. Thank you. This solved the final problem.

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