Ue5, Unable to trigger Custom event command from blueprint

Hey everyone I was working on my first project in ue, I cant set Boolean with custom event or function from another blueprint idk what’s wrong I check it everything but i cant figure out… can i help me?
Prop Blueprint


Hunter Blueprint

Can i fire boolen in hunter blueprint

Freeze Hunter With Func in Hunter Blueprint

i was trying 2 another way ;
with add custom event (doesn’t work)
with function (doesn’t work )
idk where is the problem…

Hi Kuqqers,

This all looks good to me. If everything is executing as expected I’d double check that you’re not setting ‘CanIFire?’ to true anywhere else.

Is that ‘Disable Movement’ node working? If not you can use some break-points or 'print string’s to see how far the logic is getting.

Hope that helps.

Hi there,
Is your line trace actually detecting the Hunter character? Can you add print screens before and after the cast to Hunter Character node? Also, as you’re tracing using Visibility Channel, so, either Capsule or Mesh should be blocking that channel. Can you please show the collision settings of your Hunter character?

Hey Mate My capsule component is as follows;


And My mesh component like this;

So I will create test event on hunter character bp

and I will call him from prop character bp

that’s work but If i want add Boolean, breaks down again (I also tried creating a new boolean and it didn’t work.) @L.F.A

No there is no command to make a boolean true elsewhere also Disable Movement’ node doesn’t work

Thanks for checking. It looks like the line trace and cast + function execution is working as expected based on your reply to LFA.

The next thing I’d check is the state of that ‘CanIFire?’ boolean. In the blueprint on ‘Event Tick’ print the value of the bool. Do you see it change from printing ‘True’ to ‘False’ when the ‘FreezeCustomEvent’ is fired?

I think I was found a problem that’s a problem come to I’m not sure, but while the boolean is false on the client, it’s not false on the server, so to summarize, the boolean set is only done on the client, and it remains steadfast on the server.




How can I fix that? @Astrotronic @L.F.A

That means you have a replication issue; you want to make your line trace replicated for multiplayer. This is a quick video; you can find other tutorials on this topic. You variable is set as replicated, but your functions need to run on server and then multicast:
Unreal Engine 4 LineTrace Multiplayer Tutorial - YouTube

Nah still doesn’t work bro I have already tried this method before…






still like that;


@L.F.A

Resolved Right Now Thanks For Helps

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