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Door open/close blueprint gets stuck in loop.

I have a door blueprint nested in another blueprint for rooms, the doors are activate on button press and the doors are lining a corridor. When I go down the corridor opening all the doors sometimes a door starts a open/close loop (which none of my animations are set to loop). I have a theory, I have an “and” condition of if button press and if time remaining is .1, than the graph can enter the next transition. I think I’m hitting the next door within that .1 time frame and it’s some how causing the previous door to activate again throwing it into a loop.

I’ll post pictures of my graphs if need, but not near a computer right now.

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asked Apr 16 '18 at 10:31 AM in Blueprint Scripting

avatar image

MistookMaw
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avatar image EvilCleric Apr 16 '18 at 10:43 AM

Without any pic of your BP we can only speculate. And that will most likely lead to nothing useful.

avatar image MistookMaw Apr 16 '18 at 02:49 PM

Sorry for the lack of pictures, was at work.

Door Blueprint: alt text

Animation Blueprint: alt text

Animation Graph: alt text

Animation Transition between open -> close, close -> nothing (with different animations referenced) alt text

The parent blueprint that contains the door blueprint doesn't have any instructions yet, so its empty besides meshes.

Thank you for your time.

avatar image EvilCleric Apr 16 '18 at 03:15 PM

Just to make sure, can you show the other transitions? I suspect the problem is there.

avatar image EvilCleric Apr 16 '18 at 03:29 PM

Also, can you explain exactly what you want to achieve?

Is this what you want:

  • interacting with door, only if player in door

  • press F, door opens

  • release F, door stays open? or closes?

Can't you use Timeline instead of an animation BP?

avatar image MistookMaw Apr 17 '18 at 12:01 AM

Its a weird glitch, and I can't pinpoint the cause for it happening. Here's an example: https://youtu.be/EAjVotlLoV0

And here are the other transitions alt text alt text

avatar image EvilCleric Apr 17 '18 at 05:47 AM

It loops because there is no reason to remain in the "Nothing" state.

If the door is close and you press "F" and release it, then it will transition to "Open" and then what? How can it go back to "Nothing" if there is no transition.

Then you press "F" again and release it, and you jump to the "Close" state. But then what? It can only transition of "Nothing" if you keep pressing "F", but since the transition is so fast, you transition to "Open" again. It's piratically impossible to get and stay in "Nothing".

Your machine state should be something like this:

alt text

To open and close a door, seems something simple but it's not. It requires a lot more checks that just "doorOpen" and when animation is over. That's why people don't use animation for these kind of stuff and use Timelines instead.

door.png (26.9 kB)
avatar image EvilCleric Apr 17 '18 at 06:03 AM

The rest:

alt text

alt text

1-eventgraph.png (85.2 kB)
2-bpanim.png (81.8 kB)
avatar image EvilCleric Apr 17 '18 at 06:04 AM

And the transitions:

alt text

alt text

alt text

alt text

3-t1.png (60.6 kB)
4-t2.png (54.5 kB)
5-t3.png (98.2 kB)
7-t4.png (63.7 kB)
avatar image MistookMaw Apr 17 '18 at 09:39 AM

I gotcha, I can see the logic in this and thank you for all your hard work. I will try to implement it when I get home. Thank you again.

avatar image EvilCleric Apr 16 '18 at 04:33 PM

Here is something you can do. It's easy and there is no need for an animation BP:

alt text

Press F it opens or closes, depending on the current / initial state of the door.

door.png (174.8 kB)
avatar image MistookMaw Apr 17 '18 at 12:06 AM

I want the player not to be able to activate the door again until its fully closed or fully open, so I think I need the animation blueprint with time remaining.

avatar image xRoci Apr 17 '18 at 02:55 PM

It seems you could do the same with an anim montage and notifiers.

avatar image MistookMaw Apr 17 '18 at 03:39 PM

Ah, I have to learn animation montages, its on my short list of things to do. I'll keep that in mind specifically though.

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