I’m developing a game that I have a triggerbox blueprint, and when the character overlap, the trigger is moved in X axis, but when I call SetActorLocation, during runtime is causing infinite loop.
EDIT
Testing I detected that if I make a new Location based on other Vector variable in other blueprint causes this.
You would need to add more information. A bigger screen to see what else is going on there. Is this SinglePlayer? Are you setting the Location directly on the Overlap? Does this error only occur when you set the location?
From the screenshot provided, this shouldn’t cause an infinite loop, other than the fact that if you are overlapping and still overlapping when the triggerbox is moved, it will call ‘OnEnterOverlap’ again. Could you post a screenshot or multiple screenshots of the entire blueprint? Also, what is this infinite loop causing? Is it causing you to crash or freeze? Is it moving the object indefinitely? I’ll need the information to properly identify the issue.
Hello guys, yes, the triggerbox still overlapping, I’m developing a Endless running game, and this triggerbox that instantiate a new map.
When it is overlapped, it sets his new location, that is moving only in the X axis, and after calls a GameMode Function.
How can I bipass this? Because I already made with each map instantiating a Trigger to create a new map, but I want to keep only one trigger.
And for updating this question, I’m thinking of changing from Blueprint to C++, because I’m reading the UE4 Anwerhub and found that Blueprint is 10x more slower than C++.
I do not understand exactly what you’re asking. I need more information as to what these functions and blueprints do. Screenshots would be best. I cannot provide any assistance without more information to work with.
I’ts simple, I’m developing a endless running game, and this trigger that instantiate a new “map” in the game, that have the game obstacles, and this trigger is translated every time that is overlapped, and again, creating a new “map” and translated.
Every time that it is overlapped, is translated to forward, to be overlapped again.
I don’t understand the problem that you’re running into. If you’re making an endless runner, wouldn’t you want the maps to be made on an infinite loop? From what I understand, you have a linear level with a trigger at the end. When the player enters this trigger, it creates another map and moves that same trigger to the end. When the player enters that trigger again, the same exact thing happens. Is the infinite loop you’re talking about happening when the trigger is overlapped once, as in it is creating multiple maps from the player only reaching one trigger? One suggestion would be to make the trigger volume itself part of the map instead of moving it. This way a new trigger volume would be created with each new map and may avoid this issue.
To fully assist you, it would be much simpler to see a screenshot of the entire blueprint that you are working on.
This is what I’ve tried, you understanded correctly, I tried to use the trigger in each map, this worked, but I thought there was another way, using only one triggerbox.
Thank you, I will use this solution, a triggerbox on each map.