What are some of the reasons for "detach" from actor not working?

This is for a Beat Em Up style game, when the character picks up a barrel and walks with it and then throws it. I had it working. But then something has happened and I can’t seem to get it working again.

It would seem the actual detach is not working now. I have looked around in other threads and have seen quite a few other similar situations. One thread said that for some reason if “snap to target” is chosen in the attach (which you would have to have for socket attachment right?) that the detach would not work for them, another said to place a delay right after the attach before any kind of physics or anything is added. Both things have not worked for me. If I can get the detach to work, I think I can get it.

The attach is working fine… I may not be overall doing this the best way. The barrel has its own actor bp. The player character picks up the barrel, it attaches to a hand socket. Then some things go on in the ABP to make it so the player can walk while carrying the barrel.

At this point, I can see there being TWO types of detach events.

  1. When the player presses the face button left (punch) it will throw the barrel and roll about 4 feet and if any enemy touches it after it is thrown for about 4 seconds they are instantly knocked down.

  2. The second is essentially the “dropped” kind of detach, this is what happens when you are carrying the barrel and the enemy attacks and you drop it and it falls down to the ground and makes an impact sound when it hit. This is kind of cool, I had it once where they could dash attack and jump kick while you carried and it would drop the barrel and knock you and them down at the same time lol. But again some how I messed it up pretty good.

But we will just focus on that 1 “throw” option for now. Since I encountered this problem I have tryed a few things. Whether I try to call detach from the third person character or withing the barrel’s own bp itself. When I had it working, I had to use both…I did the throw in the TPC bp, and the drop in the barrel bp. But like I say, I am just trying to get the throw fixed for now and go from there.

So essentially…the way I was doing it, was at the top of the barrel bp, I had an event tick going into a branch that check 1. Face Button left is pressed AND 2. Is Carrying Barrel.
In this pic you will see it go to a Do Once node (to change the fast fire into a single pulse) and then into custom event “detach” then into a delay that will reset the Do Once node after two seconds (that event dispatcher that is not connected was how I was sending to the TPC before).

Here is the Detach line inside the Barrel bp, apologies for the two pics spliced together not perfect, if only Epic would give us a nice export a bp section to a very high res jpg. Take note how the add impulse is not hooked up. Now…watch this.

See how it pulls to the left? Now imagine that without that pull in a more straight trajectory and that is how I had it before. But what baffles me here, is that even without impulse, it is doing that? lol I would think based on what I have seen with this that it would drop straight down when detached, yet, it is doing that. So I don’t know what is making it pull to the left.

I looked at that pic again and even the enable gravity is not turned on so yeah I’m real confused lol. Any help or suggestions are greatly appreciated, thanks.

Whereas, if I replace the detach custom event with that drop barrel event dispatcher to send over to the TPC.

I get absolutely no effect whatsoever. I wonder if I’m using the right reference here. I am using a “get actor of class” node.

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