Why is my ForEachLoop not working like in the tutorial?

I followed this tutorial step by step and it didn’t work for me. I compiled, saved, made sure I placed the blueprint in the level, but when I pressed F nothing happened. I went through this from scratch 2 times. What’s the problem? I’m using version 4.2.1 and here is a screenshot

Add a DoOnce other wise you are constantly firing the for loop which I’m surprised does not crash the editor.

Still does absolutely nothing - screenshot

Yeah, it has these 4 values. Odd thing is, I tried the next tutorial, while loops, but that didn’t work either. My older loop blueprints work from previous tuts still work. Restarting the application didn’t fix anything either.

That doesn’t look like the tutorial one at all. Can you try what he did precisely? In the tutorial video the text went away after a few seconds so you can still see it. in my version it just doesn’t show.

Does you’re string array have anything in it?

I think there may have a been a step in the earlier videos but if you put that into your MyCharacter or whatever your player blueprint is named you will see it works fine.

ok looked back at the previous videos make sure you set the AUTO RECEIVE INPUT under INPUT in the Defaults tab to Player 0. And also drag the blueprint into your level works fine. Then it does not need to be in the Character blueprint.

Works. One thing is that the text may vanish fast also make sure you do a reset on release for the do one or you can only execute that ones ever

I missed that yep he has it in the actor … i’m blind…

I have deleted and recreated it several times without problems.

I am not sure best I can think of is if you are editing an object already existing in the level and it is not updating so delete it then put the new compiled one back into the level and try that.

I wonder if that only works if the player controller posses that actor. I think the player controller is the only vessle for inputs and it can pass inputs to the child controller. but the player needs to posses the actor.

Opened the blueprint up, went to defaults, changed AUTO RECIEVE INPUT under INPUT to Player 0. Compiled, saved, made sure blueprint was in my level. Still doesn’t work.

Okay so I fixed it. Not sure how though. I was recording a video to show you guys exactly what I was doing from scratch but somehow in the making of it I got it all right and the names printed to the screen just fine. Thanks for your time and patience :slight_smile:

Awesome I think as I previously stated there’s still a tiny hiccup with editing blueprints that may be in a level already if that was your case. But usually if I have issues with something working you can always debug that key inputs are working by placing them in your character blueprint to test the functionality then try it again the way you wanted in a new blueprint.