True and False firing simultaneously

anonymous_user_6a2bd821
Sun, 06 Dec 2020 14:20:15 +0000
Community & Industry Discussion

Hi Everyone,

I’m trying to implement different footsteps in a game depending on the area. (For a variety of reasons, using physical materials actually complicates the situation, rather than resolving it.) In my Blueprint code, I check to see if my player is overlapping a series of trigger boxes (referenced in the player character blueprint as a set of actors and then turned into an array to be looped through to check if the player is overlapping any one of them). When the player is NOT overlapping, the “Stone Footsteps” sound event is called, as expected. However, when the player is overlapping one of the boxes, BOTH footstep sound events, on true and false, get called simultaneously.

Since my stone steps are pretty quiet, the effect isn’t terrible, you can barely hear the steps beneath the splash step sound. However, I’m unable to work out why the branch doesn’t seem to be working correctly. Is it a problem with my For Each Loop?

I’ve tried EventActorBeginOverlap, but I’m not sure how to loop through the trigger boxes in my Variable Set (“Second Courtyard Flood Triggers”). I’ve also tried setting up the trigger boxes as Blueprint actors and doing a “On Component Begin Overlap” however that is working less effectively and I still have the problem of my default “Stone Steps” sound being called.

Any thoughts on 1) what is going on with my branch firing both true and false? and 2) how I could change the footstep sound for the specific (and temporary) moments that a player enters various areas/boxes in the game world?

Thank you so much in advance!

5 posts - 1 participant