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Blueprint flow is stopped when arriving at the Delay

Here's an interesting issue. For some reason, my 5s delay node sometimes does not execute anything after it. Through some testing, I was able to figure out that the issue is only present when the 3s delay node above is not active. Everything seems to run until after the 5s delay node. alt text Only goes past the 5s delay node when the 3s delay node is active [ABOVE]

alt text Stops at the 5s delay node when the 3s delay node is inactive[ABOVE]

Product Version: UE 4.19
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asked Sep 01 '18 at 07:40 PM in Blueprint Scripting

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Kwixb
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avatar image dZh0 Sep 03 '18 at 11:02 PM

Maybe they use the same object to store their timer...

Try separating them on different event graphs and say how it went.

avatar image Nebula Games Inc Sep 04 '18 at 12:49 AM

What is the function/event "Timer" and how do you know it doesn't execute past the 5s delay? Maybe it executes and "Timer" just doesn't do anything you notice because you are messing with a lot of collision/gravity/input/visibility settings so it could be that one of those settings is preventing the "Timer" from actually doing its thing. Print a string after the "Timer" event and see if it prints.

avatar image Kwixb Sep 04 '18 at 01:32 PM

Actually, I didn't show that part up yeah, I do have a Print String Debug there. It will run if I remove that delay or if the first delay is running. I'm using the second delay node to wait 5 seconds before re-enabling player movement.alt text

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So I found out the issue it seems like the "Set Actor Enable Collision" node. Don't know exactly why but the code run as intended when I remove this node alt text

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answered Sep 04 '18 at 02:24 PM

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Kwixb
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