Problem with the "event BeginPlay" Lock Mechanism

Hi there,

i am using version 4.14.3

i had a problem whith beginPlay->lock, as it was locking ALL my tiles even the first. it seem first that the unlock was not happening for the first tile.
After debugging with print string it looks like the problem is the OverlapEvent is called/resolved BEFORE the BeginPlay Event, so the first Gate stay red.
i added a delay node of 0.2 before the Unlock Node in the begin overlap chain and it seems to be working as intended : first green and the other gate red (actually orange with green in front, funny primary color).

Don’t know if it is version related or if there is a cleaner solution ?..

Edit : Actually a delay node of 0. works too, but no delay node and the gate stay red.

I am getting exactly the same behaviour. So I’m going to try your work-around until the instructors say otherwise.

BTW I have 4.14.3 also.

Didn’t work, I either get all locked or all unlocked.

More information on what’s happening:

LogBlueprintUserMessages: [Tile_C_0] locked
LogBlueprintUserMessages: [Tile_C_0] Unlocked
LogBlueprintUserMessages: [Tile_C_1] locked
LogBlueprintUserMessages: [Tile_C_2] locked
LogBlueprintUserMessages: [Tile_C_3] locked
LogBlueprintUserMessages: [Tile_C_4] locked
LogBlueprintUserMessages: [Tile_C_5] locked
LogBlueprintUserMessages: [Tile_C_6] locked
LogBlueprintUserMessages: [Tile_C_7] locked
LogBlueprintUserMessages: [Tile_C_8] locked
LogBlueprintUserMessages: [Tile_C_9] locked
LogBlueprintUserMessages: [Tile_C_0] locked
LogBlueprintUserMessages: [Tile_C_1] locked
LogBlueprintUserMessages: [Tile_C_2] locked
LogBlueprintUserMessages: [Tile_C_3] locked
LogBlueprintUserMessages: [Tile_C_4] locked
LogBlueprintUserMessages: [Tile_C_5] locked
LogBlueprintUserMessages: [Tile_C_6] locked
LogBlueprintUserMessages: [Tile_C_7] locked
LogBlueprintUserMessages: [Tile_C_8] locked
LogBlueprintUserMessages: [Tile_C_9] locked

Looking at this, we can see that the locks/unlocks are correct the FIRST time, but then there is a second wave of locking which locks everything. So it doesn’t appear to be a race condition.

Could you push this to your github?

Done.
The code is at https://github.com/Raymon-H/S05_TestingGrounds.git

Because Sam has his as Unlocked by default.


Yet you have your’s locked by default, which means you can get rid of this

Yes, that IS the second round of closes. It appears that I have shot myself in the foot here:

if you take RedBarrier Material by Default you need not Lock function in BeginPlay

Hello Dan
I have bug in ThirdPerson character

https://community.gamedev.tv/uploads/short-url/xN8wVBYtrpiITBYF5OgKtibduJv.mp4

when I firing to AI it’s glitching but this bug is appeared when he is moving not aiming or standing.
first I thought that problem is in Collision, because I have two collision, Head Collision is for HeadShot

but collision was not problem
may be there is in Animation but I am not sure
have you any idea how can I fix it ?

Is it where upon shooting there’s a quick rotation and back? I believe that happened with Sam’s too.

and why it’s happened and it’s happened only when he is moving not aiming or standing ?
I spend few hours to fix it but nothing. how can I solve it have idea?

I don’t think it happens in the final state so just continue on.

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