Executing from Line Trace Node after no hit?
Hi I'm having some trouble with line trace. I need some nodes to execute whether a single line trace by channel hits something or not. It works fine if there is a hit. I also test to see if the break hit results time variable is less than 1. If it equals 1 then that's supposed to signal that there was no hit. However the problem is that once I'm not pointing my character at anything the nodes after the line trace just don't execute! Any help here would be much appreciated.
asked Apr 04 '15 at 12:45 AM in Blueprint Scripting
You can use a looping Timeline (there's a loop checkbox in the Timeline editor, which you enter by double clicking your Timeline node) to update your trace perpetually until it hits what you want. You can use an IsValid Branch check on the resulting hit(s). Timelines can be started and stopped whenever you please, so you can easily activate/deactivate your traces as you need. You can combine this with Gates and/or DoOnce nodes in your trace execution to control exactly what happens on hit/no hit.
Timelines offer incredible control over many types of mechanics, considering their ability to be played/stopped/rewound, set to any length of time or loop, and output results of various graphs within them. They're essential for complex Blueprint operations
answered Apr 04 '15 at 09:25 PM
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