Flip Flop only outputting A?

Hey guys I’ve got a flip/flop for alternating between setting a variable of mine, but despite everything I try, it only outputs A and never B. I set it up according to documentation, so I’m at a loss atm. Oh and in case it matters, I’m using it in Gamemode blueprint. I’ve also tried using a branch with Is A true/false, but still no dice.

Anyone have a clue as to why it’s not behaving properly? Here’s a pic of it if you guys need that to help me out here:

Hey ,

FlipFlop node should switch from A to B each time it is used, but if this is inside a function that is called different times it might be resetting each time function is called. Would you mind expanding image you showed us so we can see how FlipFlop is being used? Any additional information could help us reproduce issue so we can help you figure out what’s going on. Thanks!

Yeah this is within a function. It resetting actually makes sense since it only seems to call A. I didn’t realize it worked differently there.

Is there some way I can get it to work still or should I go about this in a different way?

Functions only fire one time they are called, and then reset, so that’s probably problem. I would use a Branch instead of a FlipFlop and pass it a Bool variable, which you can set outside function each time it is processed and pass it to function when it is called.

Hey thanks for info, I’ll try that and see how it goes.

Btw
category setting for functions doesn’t seem to do anything atm. Is that a bug?

Took a bit more work than I initially thought, but thanks to your input I got it working eventually. Thanks :slight_smile:

Category helps you organize your Functions when you’re searching for them in an EventGraph. If you have a custom Function with a Category listed, and then right-click and search for that Function, it will appear under that Category heading. If you have multiple Functions with similar purposes, you can collect them in a Category for easier searching, both within their Blueprint and from other Blueprints when casting. It’s just an organizational tool =)

Can I offer a suggestion then? Can you make it so that category you set it to groups it on left similarly to how it groups variables together?

In my player character for example, I have quite a few different functions that I’d like to organize into groups (so I can hide ones I’m not using/looking for atm) instead of simply having an unorganized wall of them on left. You already do this for variables so I hope this isn’t too much to ask :slight_smile:

But yeah thanks for info though.

I can enter a feature request for that. Seems useful. Thanks!

Thanks for reply, hope it helps/makes it in.

Also really have to say thankyou for helping out way you guys do here. I love it lol :slight_smile:

Looks like this has already been updated internally, and should appear in 4.4 update. Function Categories will work exactly like variable categories.