I am working on something in UE4 4.18 for VR, so the character is a first person capsule which moves around via the ‘Motion Controller Thumb-stick Y’ axis location. I think I have everything set up right… what I believe is happening is the blueprint is set up to update the ‘play sound’ node every time the ‘get location’ has a new input from the character. But since it is on what is basically a track-pad, it is constantly getting a new number and the result is the insane sound speed.
The problem is I have zero clue how fix it node wise. What I think might fix it is if I can figure out a way to give it a cool-down between sounds. IE: On location trigger or sound trigger start a timer that will stop any new info for 2 seconds. Or set something that only checks for the player location/movement every 1 or 2 seconds.
However, I am far to new to this language and to the visual nodes to have any idea how to set this up. Can anyone help?
So, I’m glad you told me about those to nodes, but I am having trouble implementing them because I can’t set an event in my function.
Here’s how I know the issue is currently in the function:
I have a text render set up connected to a database so I can use booleans to see if a section of nodes is actually functioning. I have checked everything in the main blueprint of my player and everything in the function, I can narrow down that everything activates and works without issue until I connect the get actor/capsule location’ node (both create the same result) run the ‘Line Track’.
I am not sure where to go from here to create the time delay between sounds. Below are photos of my current setup, maybe you can tell what I am doing wrong?
Seeing your graph, the fair way to make it is to check with axis value if player is moving. Take a look at my example graph. The delay will be the time between foostep (you can use random time to make it dynamic).
I’ll give this a try when I get home from work tonight, I ended up figuring out it wasn’t the location grabber that caused the issue, it was the actual play sound at location. But this may actually still fix that so I will let you know how it goes. Thanks!!!