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How to fix the footstep sounds playing at insane speeds?

I am working on something in UE4 4.18 for VR, so the character is a first person capsule which moves around via the 'Motion Controller Thumb-stick Y' axis location. I think I have everything set up right... what I believe is happening is the blueprint is set up to update the 'play sound' node every time the 'get location' has a new input from the character. But since it is on what is basically a track-pad, it is constantly getting a new number and the result is the insane sound speed.

The problem is I have zero clue how fix it node wise. What I think might fix it is if I can figure out a way to give it a cool-down between sounds. IE: On location trigger or sound trigger start a timer that will stop any new info for 2 seconds. Or set something that only checks for the player location/movement every 1 or 2 seconds.

However, I am far to new to this language and to the visual nodes to have any idea how to set this up. Can anyone help?

Product Version: UE 4.18
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asked Dec 18 '17 at 08:45 AM in Blueprint Scripting

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SkulReaper
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You can add a delay after Event Tick so that will check every X second, not every frame. You also have Set Timer by Event : https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Time/SetTimerbyEvent/

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answered Dec 18 '17 at 09:35 AM

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Ego Studio
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avatar image SkulReaper Dec 18 '17 at 06:57 PM

Awesome thank you! I'll see if this works!

avatar image SkulReaper Dec 18 '17 at 07:52 PM

So, I'm glad you told me about those to nodes, but I am having trouble implementing them because I can't set an event in my function.

Here's how I know the issue is currently in the function: I have a text render set up connected to a database so I can use booleans to see if a section of nodes is actually functioning. I have checked everything in the main blueprint of my player and everything in the function, I can narrow down that everything activates and works without issue until I connect the get actor/capsule location' node (both create the same result) run the 'Line Track'.

I am not sure where to go from here to create the time delay between sounds. Below are photos of my current setup, maybe you can tell what I am doing wrong?

Timeline reset: https://imgur.com/a/hzeei

Walk function (Where the problem currently is): https://imgur.com/a/zB43A

Motion controls: https://imgur.com/a/LtCJI

Sound Cue: https://imgur.com/a/Hs6Kk

avatar image Ego Studio Dec 19 '17 at 08:17 AM

Seeing your graph, the fair way to make it is to check with axis value if player is moving. Take a look at my example graph. The delay will be the time between foostep (you can use random time to make it dynamic).

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sound.png (64.2 kB)
avatar image SkulReaper Dec 19 '17 at 07:09 PM

I'll give this a try when I get home from work tonight, I ended up figuring out it wasn't the location grabber that caused the issue, it was the actual play sound at location. But this may actually still fix that so I will let you know how it goes. Thanks!!!

avatar image SkulReaper Dec 20 '17 at 05:55 AM

It totally worked!! You rock, thank you so much! I've been struggling with this one for days!

avatar image Ego Studio Dec 20 '17 at 10:28 AM

Always happy to help.

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