Binding event firing without call

Can you show how you’re calling it?

Hello,

we have an event dispatcher communicating between a player character and a widget. The call is been made on the character and the Binding happens on the widget.

The binding activates the custom event as a ‘tick’ even when it’s not receiving input from the call.

Any idea what could be the problem?
Thanks in advance,

Hi, just updated the post with a screenshot. Thank you :slight_smile:

I’ll just add that CompareFloat node is really good for this. Alternatively, if you want to fire it once, you can use DoOnce node and reset it later.

Hi. Axis input events are indeed called on tick and hence your event will be called every frame. To check if there is an actual input from the user check if the value is different than 0, if it is, is because the user is inputing something, if its 0 its idle.

Hello. Thank you so much for your replies, but unfortunately it is still not working… we have tried your suggestions, and still keeps firing the Binding Event.
We have even detached completely the Call Event, and it fires anyway. What it seems is that the Binding event is firing without the need of a call, it’s acting by itself like a tick event, and we don’t understand why… We attach a screenshot for easy understanding :slight_smile: thanks again!

There’s no way it’s living its own life. There must be something else that calls it then.

Or maybe the issue is in the name of the CustomEvent_0. Change it to something unique. Such events can be called by name from anywhere.

That’s exactly what we think…! Just tried changing the custom event’s name and still fires, and the event dispatcher + custom event is just for this, so we are not calling it anywhere but here.