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Having issues with the NegateFloat function.

Working on an Angry Birds style game, and trying to implement a damage system, where collisions with other objects will accumulate damage, my issue is that sometimes the object is getting hit by things that return a negative value on the Normal Impulse. I have a branch set up that should in theory use the NegateFloat function, but only when when one of the floats from the broken vector are less than 0, but it does not seem to be working, as when I do a print string off the set damage variable, I will see the number go up and down. Not sure what I'm doing wrong here, or if there is an easier way to build up damage based on hit events. Any help would be greatly appreciated.alt text

Product Version: UE 4.16
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asked Aug 06 '17 at 05:53 PM in Blueprint Scripting

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SkimpKillah
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avatar image VictorBurgos Aug 08 '17 at 05:14 AM
avatar image SkimpKillah Aug 08 '17 at 08:05 AM

My BluePrints really are a mess, haha. I will definitely try to clean them up, would make getting answers easier if people can easily see what's going on.

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So instead of using break vector and then adding the two floats together, I instead used a vector length node, and that only returned positive values that I needed.

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answered Aug 07 '17 at 11:57 PM

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SkimpKillah
54 10 9 14

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