as you can see, i have set up a sequence where, if i am falling, it should allow me to use the input action “scale” in order to change the scale of my pawn. But, after compiling, no matter how many times i jump or fall, or how hard i mash the scale key, Nothing happens. any ideas on how to fix it?
The Open and Close pin never get executed, because nothing calls the Branch that checks if the character is falling.
Try having two seperate events that get called whenever the Character starts falling and whenever the character stops falling, and connect those to the open and close pins of the gate. You can check whether the character is flying or not in the Tick event, and then call these events when you realize that the character started flying or stopped flying.
If you’ve got any further questions let me know
I got it to work (scale only in the air), but now i’m trying to reverse that scale change upon landing. (should mention the scale is only temporary until a model/animation is created). Have i over complicated it below?
Btw next time don’t forget to post this as a comment to the answer, instead of another answer, keeps things cleaner
Yup the logic seems about right, does it work?
Nope. It either works while in the air, but just doesnt reset to normal scale, or not at all. Sorry for it’s messiness!
Ok so try something else:
Instead of opening and closing the gates using Tick, try keeping a boolean called Flying and setting it to the IsFlying boolean, but whenever you notice that the two booleans are different, you call a custom event. For instance, both booleans start at false, and when the IsFlying boolean becomes true (you check this in your Tick event), you know that both the booleans are different, and you set your own flying boolean to true, but you also call one of your custom events called FlyingStart, for instance. Then you plug that node’s execution into the Open/Close pins of each gate.
You do the same for when the IsFlying boolean becomes false, but your Flying boolean is still true for the FlyingStop custom node and plug that in the respective Open/Close pins of your gates. That might work.
If you’ve got any other questions let me know
Is this on the right track? I’m new to booleans (and this kind of stuff in general), but is this anything like what you are describing? Sorry if your banging your head onto a desk in frustration, haha.
You should do something like this (use the Started and Stopped Flying events to connect to your gate close and open pins as you see fit):
This is the player character blueprint, so that would make no difference
also try adding the target of actor scale as the player character
I followed what you said, forgot about the set flying, not stuff, re added that and then added the inputaction scale stuff, but on the input action it still does not change scale. Any Glaring issues that i may have missed?
Hmm can you post more screenshots of your current setup?
I’ll need more screenshots of the rest of the setup in the same blueprint.
Hmm what are you trying to do with that SetTimerByEvent node? If you feed it 0.0 as it’s duration, it basically won’t work (and apparently won’t call anything after that).
I assumed that it meant that it would time based on the length of the time spent in midair, but apparently not. The scale still does not change on press. Maybe i should look at the documentation some more…
Try this. I tested it and it works if you need more help post a comment.
Hope this helps you Please accept if it works
If you remove the SetTimerByEvent node, it still doesn’t work?
Yeah, no luck. I just set it up incase it turned out useful