Blueprint works in one map ~ not the other

Hi guys,
I made a weeping angel blueprint for just the rotations and it works just fine - on one map.
Whenever I try to place the actor on my main map, the blueprint doesn’t work right.

When I start the game, the angels rotating just once and after the initial rotation, they aren’t moving anymore. On the other map, it works all the time.

What is the problem here?
Thanks for your help!

Hello Gestoryscht,

Do you have more than one “Adam” actor in your level? - If so, It’s only getting the first Adam (@ index 0)

As a side note: Firing this on tick seems excessive, look into using timers.

Hope that helps,

Hello , thanks for your help but no. Adam is the only actor on this map with this name.
As you can see, the weeping angel placeholders are correctly rotated, but only once. After this initial ‘correction’, they aren’t moving.

I set the branch to true and everything works as expected - but without the weeping angel effect.
Maybe this is a relevant information: The blueprint is a pawn.

The sidenote - do you have some help to achieve this maybe? A link? I am pretty new to the Unreal Engine and scripting itself and even this script was a huge task for me. Thanks!

Welcome to Unreal!

I’ve replicated your blueprint and everything is working as intended. Sounds like something might be interfering with the “Was Recently Rendered” node. Do you have any other cameras/Matinee/Sequencer actors active?

As for the timer - Create a ‘custom event’ and set the timer on begin play

Thanks, nice to be here :smiley:

Yep, on my other map, it works, too.
I had some Camera and Matinee Actor in my scene, but after deleting them, nothing changed.
For test purposes, I will implement another character and change the actor class of my blueprint. Maybe this helps - my hope is, something is interfering with the custom character and this will be the solution.

Thanks for the timer solution!
I knew a tick is expensive, but I didn’t know how to avoid them. Now I know. Thanks!

Hey if you could, please give us a download link to the project and I can have a look at it :slight_smile: I understand If you don’t want to leak your project, but then make a copy and strip it of everything unrelated to the problem and I can hopefully help you :slight_smile:

Cheers!

Okay, I think this is the best way to get a solution :smiley:
Yesterday I build a new FPS Controller and hurray - now it doesn’t work at all.

I stripped everything down to it’s core - thanks for your help!

Ok, I had a look at your project. Im not really sure what you are after with the “weeping angel” effect, but im guessing you want them to look at you only if you look away? The problem you are having is how you use the RInterpTo node. It works now so have a look at the blueprint and note the changes I made. There are even better, more optimized ways of doing it, but this will do for now. Cheers!

Download Link

Well, it works now! … but not in my project :smiley:
There have to be something in my scene that interferes the whole process. When I hit play the Angel rotates correctly, but after the first action, nothing happens.

I will double check everything and then I come back …
Anyway. Thank you! Both of you are a great help!

If you found the answer to be correct, please mark it as accepted :slight_smile:

Have You Enabled the Tick ?
Is The Tick Working ?

Well, actually this is the way to go and it works! But not in my case (my map). Anyway.
It was the correct answer. Thanks!