Cannot input E key using flip flop to play a matinee in level blueprint

Cannot input E key using flip flop to play a matinee in level blueprint.
It works fine if I remove the flip flop function. This is also the same when I use the bridge with flip flop
or just the bridge function alone.

I hope I could find a solution for this. Thanks.

Hey man, so I tested this using a flipflop node - “E” button press - level blueprint… I didn’t have a problem. Advise using print strings to confirm

However, the setup I show in the attached pic uses a branch node as a custom flipflop, hope it helps

emphasized text

Other Input-Enabled Actors and the PlayerController take inputs before Level Blueprints.
Maybe you have an input event there, that consumes this input or in the class defaults “block input” is enabled.

see here:

Thanks for the information. I will try to look into it.

I followed the screenshot and it worked. Thanks man. I would also like to ask two things if possible?

  1. In the screenshot sample I am aware that some of it are boolean functions. What I don’t understand is that what does it mean when flip flop variable is uncheked under the set node? Does it mean zero?
    If zero, how did it played the reverse function? I am just familiar with the basics of boolean.

  2. Would it be fine for you to show how it is done using the flip flop method?

Thanks.

I see. That is what I also noticed while I was trying to understand the node functions.
When it comes to the flip flop method, I will try to find some things that I might have missed but the main things is that I can now move on to another lesson. This was really a big help and Thanks again for all the inputs.

Sure man - so a Boolean is nothing more than a True or False outcome. So don’t think of it as numeric. When a bool is checked it is true & adversely when it is unchecked it is False.

That being said, in this example we create a bool variable called “flipflop” and we set its default value to false. So when an execution enters the branch it will initially fire a false outcome - however we want that 1st execution to play the matinee (initially) - so that’s how we set it up (even though the outcome is false)

But we know that next time the “E” button is pressed, we want the opposite of this. So initially when then the 1st execution fires false - we immediately set the bool value to true. This ensures that the next time the execution runs thru the branch - it will then read true. At that time we want to reverse the matinee - so we set it up to do just that, however we also set the bool back to false.

This process can continue indefinitely. Hope that helps you understand what we did here

The attached image is the setup for the flip flop node (as you asked) however it’s the same setup you showed in your pic, but had a problem with. I didn’t have this problem, so that’s why I suggested using print strings to confirm what is exactly happening.

Also, Cosmic Lobster’s information is crucially important to remember. If you’re using a specific button press inside both a Class BP & Level Blueprint - UE4 will prioritize the BP input over the level input - and this may very well be the problem/conflict you are experiencing. Let me know - best of luck pal

glad to help