Flip Flop troubles in tile-town

With current implementation you will get switching every time when tile overlapped.

But to get what you described, you should use

OnBeginOverlap → cast to player character → set blue.
OnEndOverlap → cast to player character → set white.

And you shouldn’t use “set material”. It is better to create dynamic material instance in blueprint and set its color parameter.

Yes, isn’t it what you want?

I am trying to make a tile that toggles being blue and white when a third person character walks across it. My problem is that when I do walk across it, it flickers into the blue state, but then goes back to white, only sometimes sticking to blue. Through the troubleshooting process, I’ve narrowed it down to the flip flop node. I’ve tried doing the function manually too and all the other workarounds that I can think of, but none seem to fix the problem. What should I do? This is preventing my development from progressing, and I don’t know what to do! Here is my code for the tile without optimizing or workarounds.

This doesn’t solve the problem of toggling when it’s touched, it just turns blue when you stand on it and white when you walk away, right?

If you wanted to keep the color as blue even when you walk away…

Couldn’t you make a boolean that checks whether the tile is blue or not? If it is blue, do nothing on begin overlap but if it is white, set material on begin overlap and set boolean as “Is Blue” = True.