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Troubleshooting

Jared Taylor edited this page Mar 19, 2025 · 7 revisions

Important

You must have completed Network Testing Settings before continuing

Nothing happens

You successfully completed the guide, but your pawns don't push each other.

The first thing to do is run this console command: p.PushPawn.Scan.Debug.Draw 1

You should see a capsule drawn over your character if it is working correctly.

Important

See if the colour changes when overlapping another pawn or not
Does the capsule change from green to red when overlapping?

No Capsule

The scan ability did not activate. Go back to the previous guides and ensure setup is correct or utilize the debugger to find out why.

Green Capsule

A green capsule is normal when not overlapping another pawn, but if it isn't changing colour, that means the scan is occurring but not detecting pawns.

Ensure you correctly setup the collision settings.

Ensure you assigned the PushPawn Trace Channel to your derived scan ability.

Red Capsule

This means that the scan is occurring and correctly detecting pawns, but they are not being pushed.

Run this console command: p.PushPawn.Action.Debug.Draw 1

When overlapping it should now draw magenta directional arrows showing the push direction.

Velocity to Strength

Rather than not being pushed, its possible that they are being pushed but it is so minor that we can't see it. This occurs if there is no VelocityToStrengthCurve assigned to your ability, in which case it only uses the StrengthScalar.

It is acceptable to use the StrengthScalar on it's own, but the default of 1.0 is far too weak to be noticeable. Either increase this to generally over 100.0 or assign the included CV_PushPawn_Action_VelocityToStrength.

However, if you followed the included guides, you should have assigned the ability with the curve assigned.

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