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Stop a Boost Event After 3 Sec. HELP

Hi ! (using UE 4-18-2) How do i stop my boost event after 3 seconds? For example : Mario Kart has these boost blocks, when you drive on them it boosts like for 3 seconds or so then return to normal speed. Can someone help me make those blueprints from scratch? Or from the stuff i already got?

I'm using a vehicleadv4wblueprint with my own imported rigged kart. The steps i already got are : - The kart - The boost block/arrow with box trigger volume - Various Boost-ish Blueprint Methods but only 1 works well but don't stop.

As a boost example i used the BP_Hang_Glider & BP_Boost_Ring (it is the only one working for my own car, i also tested a impulse method but it only works 1 way on 1 axis and isn't what i quite want & does not look like a boost at all).

I converted the boost settings from BP_Hang_Glider into my KartVehicleBP & the Settings from BP_Boost_Ring into my BP_BoostBlock.

I didn't took all of the settings because it is a "fly boost" & i don't want my kart to fly up in the air.

So everything works with those 2 blueprints, except i can't make it stop boosting once boost has been "Called", it just keeps boosting, even if i go on end overlap (outside the collision), it just keep boosting, but i want to restore the normal speed, if possible without going "on end overlap" , but with a timer, so i can adjust on the fly (with an editable variable outside the blueprint in the world outliner) how long the boosts can keep boosting.

I hope you guys understand what i mean. I've been hurting my brains for the past 5 days and it still don't work like i want it.

See the screenshots below of what i got. (download image to zoom more) I don't know if there are realy good so if not, feel free to help from scratch. Thx for the help & sorry for being bad at blueprinting stuff.

Link to Screenshot :


Product Version: UE 4.18
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asked Sep 04 '18 at 07:34 PM in Blueprint Scripting

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avatar image Mikevandoorne Sep 05 '18 at 06:12 AM

Don't worry about the second screenshot, i deleted the stuff from "On Component End Overlap" because it didn't work anyway and it's not what i want to use to stop it. I tried to use a gate to, it wouldn't work either, all i need is something to stop the "Called Event - Boost" ...

avatar image Mikevandoorne Sep 06 '18 at 06:27 AM

Hey, thx for the reply, i tested your example but i'm not getting the first SET Node (Next to cast to node), or is it because i use "cast to MyKart_v6_RIGGED" that i'm not getting it?

avatar image Mikevandoorne Sep 06 '18 at 06:29 AM

Ya it seems simple but it isn't realy. It's been a real pain the last week.

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Mario Kart has these boost blocks, when you drive on them it boosts like for 3 seconds or so then return to normal speed

The most basic setup would look similar to this:

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Create an object with a trigger, detect the car, give it a boost and take it away after a while.

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answered Sep 05 '18 at 06:38 PM

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avatar image ThompsonN13 Sep 05 '18 at 09:39 PM

i was looking into this one myself earlier and it doesnt seem that easy. im no pro with the vehicle template, but i couldnt find a section in the movement component that affected speed aside from the set velocity. im guessing the max rpm would be something that would be good to try but couldnt find a way to access it.

avatar image Everynone Sep 05 '18 at 09:42 PM

Yeah, you might be right, it's based on torque and gears or something like that. Never really played with it seriously. I might have a peek in the morning out of sheer curiosity.

Thanks for pointing it out.

avatar image Everynone Sep 06 '18 at 07:47 AM

Here's a version based on the vehicle template.

The Booster calls a custom Event in the Sedan. It takes an attribute so you have boosters with different profiles (like a jump booster, for example):

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The event opens a gate to the Tick for 3s (the bottom part):

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This is additive, so any gains in the 3s window are amplified. Since it's additive, no interpolation is needed here.

Image from Gyazo

Once the time is up, the ability is taken away and the regular car physics kicks in.

This is a stub and can be extended, of course. For example, in the last second of the boost, you could force interp down to the player's max speed rather than leave them speeding at the current velocity.

The nuances are up to you but please do tell if you can't get something work right.

Good luck.

boost.png (52.4 kB)
boostlogic.png (263.9 kB)
avatar image Mikevandoorne Sep 06 '18 at 08:38 AM

Thx for all the info, i will try it & let you know. :)

avatar image Mikevandoorne Sep 06 '18 at 10:22 AM

Thanks a LOT !!! You are a real life saver! See the pics Below. :)

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avatar image Everynone Sep 06 '18 at 10:48 AM

That's one long boost. Looks good, good luck with the rest!

avatar image Mikevandoorne Sep 06 '18 at 11:50 AM

Thank You very much!

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