Branch not working properly

I’m trying to unable to spawn an object when the the bool ableeee is “false”.
I print the bool with a tick event and it look to be working well.
But when I use the branch whith the same I am unable the bool seems to be being true for just one frame or so.

Are you sure that your LMB event is working?

If I plug the spawn actor’s flow into the false it spawns, but it spawns all the time, able or not.

However the flow doesn`t show up when I play…

Is there at least any other option?

If I click when its able, the bool “ableee” becomes false for some reason!

When are Event Able and Event Not Able called? What causes them to be called? Is it possible that Event Able is being called immediately after Event Not Able?

From the wording, it seems like your set functions are backwards. Shouldn’t Event Able be setting it to true while Event Not Able sets it to false?

There’s another BP in another object. But It seems to work propperly if you watch it on play mode. The thing is that the branch node somehow changes the bool to false, I tried using other keys but without success.

And changing the pins just lets you spawn the object always.

Rather than setting up a print string to constantly print out the boolean itself, I’d suggest setting up a couple for those two events to make sure they aren’t being called immediately one after the other. Seeing as this is involving overlaps, it could be a collision issue but I cannot tell without seeing it in action.

I’ll try to make a short video

If sending a copy of the project would be feasible, that would work even better. You can either leave a link here or if you wish for it to remain private, you can send it to me in a private message on our [forums][1]. This way I can tinker with it myself and find the issue.

[1]:

From that video, if you look at the lines coming from the execution pin going into and out of the branch, that branch is never being called. Something above it in the graph is executing that Print String, not the branch.

Ok, here’s the video: - YouTube
And if the project weights 600mb… I have to upload the project folder, right?

But it does execute without the event tick plugged, and it only shows false. Notice that on 0:53+ I start clicking and on that moment the bool becomes false.

Is there any other way of doing what I’m trying at least?

You haven’t quite explained what you’re trying to accomplish. I see that you’re changing the box’s material when it overlaps the other box but I’m not sure when you want to be able to spawn. Is it when you’re overlapping the box or whenever you’re not overlapping it? Also, it seems like your cube that you’re moving around is currently getting the input rather than the CharCRoll class that this “Left Mouse Button” event is in. It doesn’t seem like your Left Mouse Button is being fired due to this blueprint not receiving input.

I am trying to spawn whenever the material isnt . So the thing whith the material works pefectly, wich is similar but adding the click doesnt work.

The click thing isn’t showing in the blueprint editor but it does execute…

So if the LMB isnt working, what should I do? Do I need to use the enable input node?