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Unable to move actor

Hi all, I have this very simple script: alt text

For some reason the set actor location node isn't changing the location of the actor!

If I wire a set actor location node into an event play, it sets the location, but using this custom event it doesn't!

EDIT: If you're wondering how the custom event fires it's fired from a different blueprint actor in the scene. Here's the code for it:

alt text

The array has a few actors that share the same class and it should in theory, when overlapped by the player's capsule, move every actor in the array.

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asked Feb 27 '15 at 09:26 PM in Blueprint Scripting

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ShrewGlue
419 97 83 106

avatar image lonerider543 Feb 27 '15 at 09:31 PM

Hey,

is everything firing properly? Is the timeline playing as expected and outputting the right values?

avatar image lonerider543 Feb 27 '15 at 09:32 PM

Also, can you post a screenshot of how you execute that custom event?

avatar image ShrewGlue Feb 27 '15 at 09:55 PM

Yea, the timeline is working fine. If I just wire it into a set actor location node, nothing happens.

alt text

avatar image ShrewGlue Feb 27 '15 at 09:56 PM

I've added to my main post how the custom event if executed.

avatar image Ghar Feb 27 '15 at 09:31 PM

Is the Delta Value changing? What happens if the Move event only calls SetActorLocation? Does it set it correctly?

avatar image ShrewGlue Feb 27 '15 at 09:54 PM

The delta value changes. If I skip the timeline part and just have this:

alt text

Nothing happens either.

capture.png (38.5 kB)
avatar image Erasio Feb 27 '15 at 09:48 PM

Are you sure it doesn't move at all? Or just very very slightly?

Because "Get Actor Up Vector" gets the vector straight upward from your actor with the length of exactly one unit. You multiply that with the movement value but I'm not sure at all what this is and if it's something small well... it won't move.

The same if your timeline is not changing a lot.

avatar image ShrewGlue Feb 27 '15 at 09:52 PM

If I just skip the timeline part and set the actor location to 0,0,0 it doesn't do anything

avatar image lonerider543 Feb 28 '15 at 10:54 AM

Stupid question, but is the actor set to movable? Or is it static?

avatar image Erasio Feb 28 '15 at 11:04 AM

Does your "Move" Function fire at all? Or could it be that the "Is Valid" for the last entry of the array is doing something weird? Why not just check for every actor from the "ForEachLoop" if it's valid?

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1 answer: sort voted first

As @lonerider543 said, my blueprint was not set to moveable :(.

I feel kind of ashamed but as long as the blueprint is set to movable everything works. Thanks for everyone's help with troubleshooting, I've upvoted you all!

Cheers!

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answered Feb 28 '15 at 03:25 PM

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ShrewGlue
419 97 83 106

avatar image Willard720 Jun 11 '16 at 01:38 AM

This worked for me too. I share your shame ):

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