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How to random teleport an object more then once in stage using target points?

Hello. So I am trying to make a selected actor in my map to randomly change spot using target points and the problem i'm coming with is that with my setup below the action only works once... Even with a retriggerable delay the teleport wont go twice. I;ve even checked if the random was properly happening for the target point indexer and it changes the index every time. Anyone know what i'm doing wrong???

Thanks in advance.

alt text

Product Version: UE 4.12
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asked Jan 11 '17 at 08:16 AM in Blueprint Scripting

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Deathscyp
48 9 7 9

avatar image Holybreath Jan 11 '17 at 08:45 AM

why don't you use AI stuff?

avatar image Deathscyp Jan 11 '17 at 05:37 PM

which ai stuff?

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3 answers: sort voted first

Alright so this is what I've come with that works around my problem. It might actually work in level blueprint as well but ive made it work in the object itself''s blueprint.

The real problem was the simulation of physique that wouldn't work i think because 3 out of four times I thought the object wasn't appearing at all when in fact it was going trough the floor on teleport. So when i removed the simulate physic it would work with the set actor location. The other problems was the length for my array that wouldn't work so ive changed the array to a variable instead.alt text

Instead of target points i added static mesh instead and made them into an array and the object will teleport to them instead. Just set the static mesh to hidden in game and no collision and voila! Works like a charm:P we can close this one. thank you all for the help:)

Important: For those that really want to implement simulate physic then just add a blocking volume under each teleportation static mesh and the actor shouldn't go trough the floor. Cheers all:P

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answered Jan 12 '17 at 05:37 AM

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Deathscyp
48 9 7 9

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You want the normal delay I think.

Print the return boolean of the teleport, does it always say true?

Try to use "Set actor location" instead of teleport and check the "Teleport" bool

Does this help?

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answered Jan 11 '17 at 09:25 AM

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Speckulous
535 22 10 36

avatar image Deathscyp Jan 11 '17 at 05:23 PM

hey thanks for the answer. i tried what you said and the return value of the teleport always returns true but the object remains at the first place it was teleported 2... and I did use the set actor location instead and same result. Got any other ideals?

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  1. Use the normal delay

  2. Check if there are actually all Target points in the array (I don't doubt it, just to be sure)

  3. Just use the set actor location or set actor transform node, no reason to use Teleport

  4. Check if the Exec actually reaches the set actor location (teleport) node. This tells you if the nodes were connected wrong or if there is a more complex problem which causes the Nodes to not work instead of not being called at all

  5. Show all related Nodes (where does the delays "Completed" go?)

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answered Jan 11 '17 at 10:20 AM

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Arechon
58 4 7 11

avatar image Deathscyp Jan 11 '17 at 05:36 PM

ok so i did:

1-change the delay to normal 2-I used a get all actor of class to get all target points. Isnt that fail proof? if not how to i check for if all were target points in the array? 3-i tried set actor location and set actor transform with a check for return value after the new location is set and it always return true but doesn't happen more then once 4- the loop works fine the first time but when it passes again then the print string set for each point to see if executable reaches works but the new location isn't working for some reason. 5-the only node you cant see in the graph i posted is a print string to say that the position have changed. thats where the delay goes 2.

thanks alot for the quick answer. Any other ideals?

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