Ai Patrols don't repeat(Unreal Engine 4/4.27) - unreal-engine4

I have created a patrol script, however, for some weird reason, they all stopped working randomly. The AI runs my patrol once but doesn't start another. The Navigation Mesh seems to work as my chasing scripts still work, however. Here is the code that seems to be bugged
Image of code
(Another patrol point node is out of frame)

Related

Image target rotating on play - Unity

I've been tearing my hair out with this one all week. I am building on Unity for Android, and every time I press play to test my project with my webcam, when it detects the image target, it seems to change rotation! I'm not sure if this is supposed to happen, but my problem is manifesting with my Skybox not rotating with the image target, so my scene is all messed up, instead of my sky being up, it's sideways, if that makes sense. If you help me solve this you will forever have bought my friendship and loyalty, lol, seriously though, I'm losing it, it was working fine before, please help me. Alan.
I am using Enviro for my skybox, I tried rotating it and the camera, I installed a new version of Unity, deleted cache, and tried writing a script that rotates the skybox with the camera, I'm terrible at coding, but nothing seems to be working.

How to Debug SpriteKit Forces

In my SpriteKit train game, sometimes I get a strange behaviour. Most of the time everything works fine. But sometimes the engine sprite gets an impulse, so it moves out of the tracks.
I checked my entire code if there are some applyForce(), etc. But the impulse comes from SpriteKit, but I don't know why.
Is there a possibility to debug SKPhysicsBodys so that I can identify the cause of the impulse?

Script is suddenly unable to find a GameObject in the scene

Last night I was working on my game, and everything seemed to be working perfectly. I added a sprite to my Assets/Sprites folder, then my laptop died. When I plugged it in and turned it back on, the GameObject.Find("Weapon Wheel") line in my PlayerControls script was no longer able to find the weapon wheel object. To my knowledge, no changes to the scene or any scripts were made.
Even stranger, my CommandPattern script also has GameObject.Find("Weapon Wheel"), and is able to find it perfectly fine.
Has anyone experienced the Find function suddenly not working, and if so, found a solution for it?
EDIT: Deleting the player prefab then replacing it with a new one fixed the issue, but I still have no idea why this happened in the first place.
I dunno how ur game is architectured and a direct solution but you can try to create a Gameobject variable in the Playercontrol class and then drag the weapon wheel in the field in the unity overlay

Controlled character teleport and get stuck halfway in the floor

im a beginner in unity and recently i started watching youtube tutorials to get preferences on how to do animation
to be more precisely, im watching this series of tutorial
https://www.youtube.com/watch?v=UdUi7-SsP3I&list=PLfxIz_UlKk7IwrcF2zHixNtFmh0lznXow&index=3
i followed mostly every steps but some of them i can see was probably because of the different in version, and i wasn't able to follow through and have to try and work around
but when i start adding the jump input this problem start to show
Currently in play mode and got stuck after just a few steps
before the jump input, the character was working fine it can walk and run around perfectly, but after that the character start teleporting to the floor and froze. now even if i try to reverse the code it still doesnt work.
i have also read through the comments and there are some people having the same problem as my but none have a definite answer.
Edit:
This gonna sound stupid but after i turn off unity and a night sleep it work fine again without doing anything. Still dont understand why it happend though
Sure looks like an animation offset problem to me. I've had this happen a bunch of times before. I'd try the following in this order, testing after each one:
On the jump animation, set Rig > Avatar Definition to "Create from this Model"
On the jump animation, in the Animation tab, tweak the jump animation clip's Root Transform Y Offset and apply until it looks right. I'd go +-.5f to start.
If neither of the previous steps work, download fresh animations from Mixamo. Unity has updated since the release of the tutorial, so it might import the original project files differently than how they were imported in the video.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.