Infinite Loops
Button Press Visual Feedback via Blueprint Scripting
STEP 01
Setting Up Button Movement on Press
- Open the button Blueprint and locate the events for button triggered and button untriggered.
- On button triggered, add a node to set the button's relative location, moving it down along the Z-axis by a negative value (e.g., -20) to simulate pressing.
- On button untriggered, set the relative location back to the original position (0, 0, 0) to reset the button.
STEP 02
Fixing the Infinite Loop Issue
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Notice that moving the button cube also moves the attached box collision, causing an infinite loop of triggering and untriggering events.
When the collision volume moves with the button mesh, it repeatedly enters and exits its own trigger zone — firing triggered and untriggered events in a continuous loop.
- To fix this, detach the box collision component from the button cube so they move independently.
STEP 03
Testing and Adjusting the Button Movement
- Test the button in the game to observe the pressing effect.
- If the button sinks too far into the ground, reduce the downward movement value (e.g., change from -20 to -10) for a more subtle effect.
- Confirm that the button moves down when pressed and returns to its original position when released without triggering an infinite loop.
This tutorial creates a visual feedback effect for a button press by moving the button mesh down on trigger and resetting it on release. The key fix is detaching the box collision from the button cube so that the collision volume stays in place while only the mesh moves, preventing an infinite trigger loop.