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'Make Noise node' ignoring 'Noise Location' input.

Hello Unreal community,

I've came across what I think might be a bug (or hopefully just my technical fault)

In my game the player can hack into security camera's feed and then use this to open doors remotely. At the same time I have a roaming AI that is constantly listening a noise coming from a pawn. What I want to do is have doors 'make noise' when they are opening/closing, so the player can remotely trigger a door that will distract the AI for a moment and then use this to move past it.

The problem is I'm having problems w/ the 'make noise' node from the pawn noise emitter.

How I have it set up is:

1) If the door is activated (opening/closing), it casts to the player and runs a custom function called 'NoiseMakers'.

2)This custom function takes the door world location as input and uses it to specify the 'Noise Location' input of the 'Make noise' node, inside the player blueprint.

3)this should overwrite the noise location to be where the door is in the world, instead of the player, but still the AI when it hears that sound it moves to where the player is, not the door.

Did any of you had this problem before?

I've attached pictures as reference.

Thanks anyway!! Marco B.

P.S.: I tried overwriting the 'Noise Maker' node from 'Make Noise' function to be the door actor, but that would make the AI hear no noise at all when the door is triggered.

alt text alt text

Product Version: UE 4.8
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noisemaker1.jpg (693.4 kB)
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asked Aug 10 '15 at 08:46 PM in Blueprint Scripting

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maranbe0
68 2 6 13

avatar image Jake1337 Oct 10 '17 at 03:43 PM

the year is 2017, UE4.17.1 this is still the case, too bad....

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