# \#branch

**URL:** https://forums.unrealengine.com/tag/branch/3285.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Shader Dynamic branch not working?](https://forums.unrealengine.com/t/shader-dynamic-branch-not-working/1909078)

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**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 59\
**Last updated:** [December 4, 2025, 12:48am UTC](https://forums.unrealengine.com/t/shader-dynamic-branch-not-working/1909078 "2025-12-04T00:48:51Z")

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I have set up this dynamic branching test When toggled to Off, a frame takes 124 ms. When toggled to On, a frame still takes 124 ms. How come there is no performance improvement when the dynamic branch is set to o…

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## [How to branch on an execution pin?](https://forums.unrealengine.com/t/how-to-branch-on-an-execution-pin/2669952)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 3\
**Last updated:** [October 30, 2025, 12:32pm UTC](https://forums.unrealengine.com/t/how-to-branch-on-an-execution-pin/2669952 "2025-10-30T12:32:14Z")

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This is a simple question, but is it possible to process A to be output only when there is input to execution pin B? I want to be able to allow output depending on the execution status of other lines instead of the Bool…

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## [Setting Branch False Works But True Doesn't, and it makes no sense](https://forums.unrealengine.com/t/setting-branch-false-works-but-true-doesnt-and-it-makes-no-sense/2638747)

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**Author:** [@Whitney\_Noble](https://forums.unrealengine.com/u/Whitney_Noble)\
**Replies:** 7\
**Last updated:** [August 13, 2025, 10:52am UTC](https://forums.unrealengine.com/t/setting-branch-false-works-but-true-doesnt-and-it-makes-no-sense/2638747 "2025-08-13T10:52:40Z")

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Take a look at the following: Notice how when I’m holding grab, is held is on, when I let go, is held is turned off. Then These bad girls are in event tick, so they work every frame Notice the Branch says if …

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## [Error "Branch does not exist" in Unreal Revision Control](https://forums.unrealengine.com/t/error-branch-does-not-exist-in-unreal-revision-control/2595259)

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**Author:** [@\_1\_stepashka](https://forums.unrealengine.com/u/_1_stepashka)\
**Replies:** 9\
**Last updated:** [July 30, 2025, 10:04am UTC](https://forums.unrealengine.com/t/error-branch-does-not-exist-in-unreal-revision-control/2595259 "2025-07-30T10:04:14Z")

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Hello, I’m encountering an issue when connecting to Unreal Revision Control. Everything was working fine this morning, but now I’m getting the following repeated error: " Connection Error: Failed to load branch metadat…

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## [the return node is not updating after giving the value once](https://forums.unrealengine.com/t/the-return-node-is-not-updating-after-giving-the-value-once/2386741)

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**Author:** [@PRANJAL162004](https://forums.unrealengine.com/u/PRANJAL162004)\
**Replies:** 4\
**Last updated:** [March 13, 2025, 7:20am UTC](https://forums.unrealengine.com/t/the-return-node-is-not-updating-after-giving-the-value-once/2386741 "2025-03-13T07:20:33Z")

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I’m having a problem with the branch i am trying to make a outline overlay around the object, when the LineTrace hits the object, it should highlight i made two separate for enabling and disabling overlay. the TRUE si…

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## [Disable Material feature by distance](https://forums.unrealengine.com/t/disable-material-feature-by-distance/1621469)

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**Author:** [@OscarEsteban3D](https://forums.unrealengine.com/u/OscarEsteban3D)\
**Replies:** 11\
**Last updated:** [January 18, 2024, 8:25am UTC](https://forums.unrealengine.com/t/disable-material-feature-by-distance/1621469 "2024-01-18T08:25:40Z")

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Hello, I am trying to disable different material features by distance like WPO or overlay normals so I can get rid of a few instructions. For this purpose I was trying to branch the material code by using linear interpo…

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## [Branching multiplication of floats](https://forums.unrealengine.com/t/branching-multiplication-of-floats/1617090)

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**Author:** [@El31022](https://forums.unrealengine.com/u/El31022)\
**Replies:** 0\
**Last updated:** [January 15, 2024, 5:55pm UTC](https://forums.unrealengine.com/t/branching-multiplication-of-floats/1617090 "2024-01-15T17:55:57Z")

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I am trying to modify how real-time Live Link input values are outputted to Metahuman animation. I want to intensify head roll only to the right (so any Live Link input values below 0 for head roll) I want to multiply b…

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## [Possible float == 0.0 bug in blueprints?](https://forums.unrealengine.com/t/possible-float-0-0-bug-in-blueprints/312238)

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**Author:** [@mrpdean](https://forums.unrealengine.com/u/mrpdean)\
**Replies:** 3\
**Last updated:** [April 11, 2023, 6:17pm UTC](https://forums.unrealengine.com/t/possible-float-0-0-bug-in-blueprints/312238 "2023-04-11T18:17:41Z")

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I cannot work out why this branch is evaluating to false when from what I can see it should be true. Is this a bug?

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## [False boolean returns true from branch?](https://forums.unrealengine.com/t/false-boolean-returns-true-from-branch/783561)

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**Author:** [@AquaRex](https://forums.unrealengine.com/u/AquaRex)\
**Replies:** 2\
**Last updated:** [March 4, 2023, 4:33pm UTC](https://forums.unrealengine.com/t/false-boolean-returns-true-from-branch/783561 "2023-03-04T16:33:05Z")

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So, very confused. Trying to debug this function, and its returning False. But the Branch node is returning True… If it was true, I would get the correct “stack” variable but I’m not getting the Stack variable, becau…

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## [Perforce Branching](https://forums.unrealengine.com/t/perforce-branching/459614)

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**Author:** [@Nagoshi](https://forums.unrealengine.com/u/Nagoshi)\
**Replies:** 2\
**Last updated:** [February 4, 2023, 8:03pm UTC](https://forums.unrealengine.com/t/perforce-branching/459614 "2023-02-04T20:03:53Z")

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I’m trying to sort out branching in Perforce for a small team, and I’m not sure if what I’ve come up with is right. We’ve just started using branches in Git for code, but use Perforce for content and figured, hey, if we …

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## [Advanced Branch (if, else if, else)](https://forums.unrealengine.com/t/advanced-branch-if-else-if-else/338986)

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**Author:** [@anonymous\_user\_30d87a84](https://forums.unrealengine.com/u/anonymous_user_30d87a84)\
**Replies:** 4\
**Last updated:** [September 24, 2022, 2:05am UTC](https://forums.unrealengine.com/t/advanced-branch-if-else-if-else/338986 "2022-09-24T02:05:04Z")

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Hello, I’m asking you how does it is possible to create this maccro, to use it in blueprint :

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## [\[PLUGIN\] Advanced Control Flow](https://forums.unrealengine.com/t/plugin-advanced-control-flow/633250)

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**Author:** [@Colory\_Games](https://forums.unrealengine.com/u/Colory_Games)\
**Replies:** 0\
**Last updated:** [August 24, 2022, 9:06am UTC](https://forums.unrealengine.com/t/plugin-advanced-control-flow/633250 "2022-08-24T09:06:51Z")

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Advanced Control Flow is a Unreal Engine plugin which adds Blueprint nodes to realize the complex control flow. The typical use case of this plugin is when you try to realize the if-elseif-else statement. To realize …

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## [Conditions / Branching in Anim Graph?](https://forums.unrealengine.com/t/conditions-branching-in-anim-graph/340037)

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**Author:** [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Replies:** 6\
**Last updated:** [June 20, 2022, 10:14am UTC](https://forums.unrealengine.com/t/conditions-branching-in-anim-graph/340037 "2022-06-20T10:14:53Z")

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Hey, I’m wondering: How should I deal with an animation setup that has a locomotion state machine for the whole body and an “action” state machine to override the upper body’s animation with aiming etc, but only when ne…

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## [Event tick Optimization (Branch needed?)](https://forums.unrealengine.com/t/event-tick-optimization-branch-needed/494659)

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**Author:** [@eromanga](https://forums.unrealengine.com/u/eromanga)\
**Replies:** 5\
**Last updated:** [February 6, 2022, 9:39am UTC](https://forums.unrealengine.com/t/event-tick-optimization-branch-needed/494659 "2022-02-06T09:39:56Z")

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Hi! I want to get into optimization and have a question regarding event tick. From an optimization perspective what is going to be more optimized: setting certain value to variable (widget text) every tick or checking b…

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## [Branches returning both true and false.](https://forums.unrealengine.com/t/branches-returning-both-true-and-false/488408)

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**Author:** [@PraxisCod01](https://forums.unrealengine.com/u/PraxisCod01)\
**Replies:** 2\
**Last updated:** [September 5, 2021, 12:45pm UTC](https://forums.unrealengine.com/t/branches-returning-both-true-and-false/488408 "2021-09-05T12:45:41Z")

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Also it is float - you can use https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Math/Float/NearlyEqual\_float/

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## [Branches not working on build](https://forums.unrealengine.com/t/branches-not-working-on-build/486384)

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**Author:** [@Plague11787](https://forums.unrealengine.com/u/Plague11787)\
**Replies:** 0\
**Last updated:** [July 19, 2021, 9:08am UTC](https://forums.unrealengine.com/t/branches-not-working-on-build/486384 "2021-07-19T09:08:12Z")

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Hello, I’m having an issue with a build of our game, I’ve got a character select screen with 3D models showing the characters and having the skins change on the model in real time. The function works fine in the editor …

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## [ビヘイビアツリーをランダム分岐させる](https://forums.unrealengine.com/t/topic/470767)

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**Author:** [@tutuhu](https://forums.unrealengine.com/u/tutuhu)\
**Replies:** 5\
**Last updated:** [September 6, 2020, 6:48am UTC](https://forums.unrealengine.com/t/topic/470767 "2020-09-06T06:48:27Z")

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ビヘイビアツリーをランダム分岐させる方法があれば教えて頂けますでしょうか 例えば添付画像のように「Sequence」から伸びた先に33%の確率でA,B,Cのどれかに進み、 成功すると再度Sequenceから開始するようにしようと思っています。 （もちろんSequenceは使用しなくても問題ないです。 ） A、B、C、それぞれのタスクの開始時に 66%の確率で失敗させる仕組みをBPで記載することで同様のことができると考え…

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## [Boolean and/or branch node not working in trigger box bp](https://forums.unrealengine.com/t/boolean-and-or-branch-node-not-working-in-trigger-box-bp/469514)

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**Author:** [@anonymous\_user\_00fcbd3e1](https://forums.unrealengine.com/u/anonymous_user_00fcbd3e1)\
**Replies:** 5\
**Last updated:** [August 12, 2020, 1:04pm UTC](https://forums.unrealengine.com/t/boolean-and-or-branch-node-not-working-in-trigger-box-bp/469514 "2020-08-12T13:04:38Z")

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Essentially, I’ve created a system here where the button press and therefore the animation are only able to be used if the character is inside the trigger box (the blueprint this is in), using the boolean QPressDrink. I …

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## [Why is my Event making my boolean true?](https://forums.unrealengine.com/t/why-is-my-event-making-my-boolean-true/468119)

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**Author:** [@100\_Thieves\_Cold](https://forums.unrealengine.com/u/100_Thieves_Cold)\
**Replies:** 9\
**Last updated:** [July 13, 2020, 8:04pm UTC](https://forums.unrealengine.com/t/why-is-my-event-making-my-boolean-true/468119 "2020-07-13T20:04:54Z")

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So my blueprint (FirstPersonCharacter) is working through a bool that tells the game if it has a Gun (true) or a Drone (false), it sets/should be bool to false when i press Z to equip my drone but as soon as i press Mous…

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## [\[HELP\] Branch Always Fire False with loop](https://forums.unrealengine.com/t/help-branch-always-fire-false-with-loop/465570)

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**Author:** [@HVS\_RHS](https://forums.unrealengine.com/u/HVS_RHS)\
**Replies:** 2\
**Last updated:** [May 21, 2020, 12:36pm UTC](https://forums.unrealengine.com/t/help-branch-always-fire-false-with-loop/465570 "2020-05-21T12:36:08Z")

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Hello, My setup is as shown in picture below, somehow branch with foreachloop or any other loop is not working. It always gives false value even though i know both value are same and it should give me “true” print strin…

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## [How many branches are too many?](https://forums.unrealengine.com/t/how-many-branches-are-too-many/462019)

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**Author:** [@BrettBelanger](https://forums.unrealengine.com/u/BrettBelanger)\
**Replies:** 6\
**Last updated:** [March 4, 2020, 7:23am UTC](https://forums.unrealengine.com/t/how-many-branches-are-too-many/462019 "2020-03-04T07:23:47Z")

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Hey there! As someone relatively new to using BP and coding in general, I am attempting to create a project using only BP nodes, specifically to understand the power of them (I’ve heard mixed reviews on its complete cap…

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## [Branch not working?](https://forums.unrealengine.com/t/branch-not-working/452719)

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**Author:** [@Zingy1914](https://forums.unrealengine.com/u/Zingy1914)\
**Replies:** 3\
**Last updated:** [July 23, 2019, 4:34pm UTC](https://forums.unrealengine.com/t/branch-not-working/452719 "2019-07-23T16:34:54Z")

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Im having an issue with using a branch… im generating a random number in a trigger box. (no trigger is being used, just standard event tick for the moment.) if the random number is \<= 50 then it =true. otherwise = fals…

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## [How do I stop an event firing through a branch?](https://forums.unrealengine.com/t/how-do-i-stop-an-event-firing-through-a-branch/450690)

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**Author:** [@Rossil\_Fuel](https://forums.unrealengine.com/u/Rossil_Fuel)\
**Replies:** 10\
**Last updated:** [June 18, 2019, 7:17pm UTC](https://forums.unrealengine.com/t/how-do-i-stop-an-event-firing-through-a-branch/450690 "2019-06-18T19:17:20Z")

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Hi guys. I’ve tried googling around the place but can find no answers. Forgive my incompetence. If the answer is already elsewhere, please point away! My issue is that I have an event firing that a continues through a b…

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## [Do something if two booleans are true](https://forums.unrealengine.com/t/do-something-if-two-booleans-are-true/350874)

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**Author:** [@Marco\_I](https://forums.unrealengine.com/u/Marco_I)\
**Replies:** 3\
**Last updated:** [June 15, 2019, 11:49am UTC](https://forums.unrealengine.com/t/do-something-if-two-booleans-are-true/350874 "2019-06-15T11:49:46Z")

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Hey guys. Very simple (and probably stupid) question, but I can’t figure it out, that’s incredible lol. I want to make something after that two booleans become “TRUE”. How can I do that? I’ll post a screenshot to help…

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## [do different equation depending on "\>= / branch" output?](https://forums.unrealengine.com/t/do-different-equation-depending-on-branch-output/441721)

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**Author:** [@Washniac](https://forums.unrealengine.com/u/Washniac)\
**Replies:** 3\
**Last updated:** [January 20, 2019, 10:29pm UTC](https://forums.unrealengine.com/t/do-different-equation-depending-on-branch-output/441721 "2019-01-20T22:29:52Z")

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I’ve been looking everywhere and it’s either not possible or im blind as a bat (i know that bats aren’t really blind). So basically to make it simple let’s say i have a number A and now i’m checking if A is let’s say sm…

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## [Particles won't deactivate through custom function](https://forums.unrealengine.com/t/particles-wont-deactivate-through-custom-function/437146)

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**Author:** [@SeldinG](https://forums.unrealengine.com/u/SeldinG)\
**Replies:** 4\
**Last updated:** [November 7, 2018, 6:04pm UTC](https://forums.unrealengine.com/t/particles-wont-deactivate-through-custom-function/437146 "2018-11-07T18:04:04Z")

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I have a particle system set up to spawn on the player if a condition is true and to deactivate when the condition is false. It works fine if set directly to a key press event (action event) where pressed spawns it and u…

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## [Branch Condition with divisible number](https://forums.unrealengine.com/t/branch-condition-with-divisible-number/437066)

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**Author:** [@miaminl](https://forums.unrealengine.com/u/miaminl)\
**Replies:** 6\
**Last updated:** [November 5, 2018, 10:04pm UTC](https://forums.unrealengine.com/t/branch-condition-with-divisible-number/437066 "2018-11-05T22:04:01Z")

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Hello at everybody, how can i do the correct branch condition? I explain the problem: in my game, there is a variable “Score” and it increments 1, 2, 3, 4 and so on during the game. Basically, the character gains a coin …

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## [Setting Boolean variable wont work](https://forums.unrealengine.com/t/setting-boolean-variable-wont-work/433110)

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**Author:** [@Alec\_R](https://forums.unrealengine.com/u/Alec_R)\
**Replies:** 17\
**Last updated:** [September 5, 2018, 7:06am UTC](https://forums.unrealengine.com/t/setting-boolean-variable-wont-work/433110 "2018-09-05T07:06:42Z")

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So I’m not 100% sure this is a bug in ue4 or just something i have set up wrong in the blueprint scripting. I have this boolean called “Apple near?” which is stored in the Third Person Character with the default value s…

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## [Sound won't start if using branch condition](https://forums.unrealengine.com/t/sound-wont-start-if-using-branch-condition/433033)

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**Author:** [@Vrv](https://forums.unrealengine.com/u/Vrv)\
**Replies:** 4\
**Last updated:** [September 4, 2018, 1:23pm UTC](https://forums.unrealengine.com/t/sound-wont-start-if-using-branch-condition/433033 "2018-09-04T13:23:24Z")

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Hi all ! please help me out…I have a problem with the sound play…it won’t start if I’m using branch condition…and I don’t know why…the same condition in other places works perfectly…but for sound it doesn’t…and even the …

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## [Material deciding a branch outcome](https://forums.unrealengine.com/t/material-deciding-a-branch-outcome/430378)

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**Author:** [@anonymous\_user\_15de4253](https://forums.unrealengine.com/u/anonymous_user_15de4253)\
**Replies:** 2\
**Last updated:** [July 28, 2018, 3:30pm UTC](https://forums.unrealengine.com/t/material-deciding-a-branch-outcome/430378 "2018-07-28T15:30:19Z")

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I’m currently editing a Rocket League type game which I have not made myself. In this game I am trying to set up parameters based on the distance between two players. In the blueprints the player is auto assigned a colou…

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