Move component to Return not working
And the moment I start to feel like I understand how Blueprints work, then a problem like this hits me in the face all of a sudden.
As you can see here, I have created a simple script where I have a Cube that will move to the location of TargetPoint when an actor enters its TriggerBox, and when the node is completed, it will activate a delay that is supposed to return the Cube to it's original position after 10 seconds.
The Blueprint works totally fine, the Component moves to desired location and rotation, and the delay starts to count down. But the reason I made this is to troubleshoot a problem I've had with this node. The delay fires successfully to the Return node, but the node refuses to do anything. The Cube just stays at Target Relative Location until I reset the level.
I thought there might be somewhere to enter a second vector where it is supposed to return, but no tutorial mentions that, and a lot of tutorials never even use Return, because it is supposed to work the same as Move and Stop.
Is there anything I'm missing here, or something i might have forgotten to check?
Thank you in advance.
asked Nov 08 '16 at 10:44 PM in Blueprint Scripting
For everyone who still don't know answer and got on this page, like me, looking for such answer, here is what I found out: Stop and Return can be used ONLY until Move Component To node is completed, so in other words until movement is finished. If movement is finished, then Stop and Return entries won't work. Here is detailed short video describing all those details: https://www.youtube.com/watch?v=5YQqx2odh10
What would be nice from UE team, is to provide some description about this in their official documentation: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Components/MoveComponentTo/index.html Like they did for all variables, but for some reason didn't mention any description for exec nodes.
Hope this helps everyone who will get on this page in search of answer for this question
answered Feb 25 '17 at 10:20 AM
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