Branch condition met but won't fire onward nodes?
So the setup is a for a trigger box that has collision disabled. When the enemy jumps up in the air and lands, once it lands it enables the trigger box for just a second...and you'll see in the network I turn back off via the overlap as well.
I have an event in the my-character blueprint I call called player damage, it does the necessary functioning as needed for health and things. IBut if I was jumping I don't want to be harmed. So if he lands and i'm "Not Falling" do damage.
My problem is if i'm standing completely still it doe nothing... It doesn't print the string I have to show that i was in the air, but it doesn't call the player damage function either??
Does anyone have an idea of what I'm doing wrong????
Thank you Rudy for attempting to help me with this. After creating something similar I did see the problem still. I'm in 4.6, and honestly....it may be a bug I dunno...but if you're inside of a trigger box and there's NO collision. ...and that collision box is turned on...it will not affect the player untill the player has moved. This happens on two separate occasions.
So I do an on event landed...check the distance between the enemy and I...If it's under a certain amount...do damage...bamb.
Thank you greatly! I'm still learning and apologize!
answered Mar 31 '15 at 11:49 PM
I think your "fix" is the proper way to do it. The point being, Begin overlap fires once, it doesn't continue to fire, because an overlap still exists, the "shock wave" would need to do a Get Overlapping Actors, and apply the damage, this will not fail. Where as the Begin Overlap fires, when the overlap ocurrs, as an event, a 1 time instance in this case, and does not fire again, until you "MOVE", in which case the event has just happened again.
I would think it would be better to have the "shock wave" to see who it should damage, instead of the "avi/character/player" object, trying to figure out, who damaged it.
I may be way off base, but I think that is what is ocurring.
answered Sep 16 '15 at 11:43 PM
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