Encountered a weird issue over the weekend, and can’t for the life of me figure out what’s going on. Basically, the final node in a blueprint activates a particle emitter. That works as intended, however, the moment the emitter activates, my third person character loses the ability to jump. The emitter in question - a GPU emitter using fixed bounds - isn’t touching the character or anything - it’s a reasonable distance away.
I’d post a screenshot of the bp, but the rest of it is irrelevant and works perfectly; the final node is a simple “Activate” targeting the particle. If I disconnect that, everything works perfectly. Reconnected, the moment it activates, the character can’t jump.
While the character is suffering from this inability to jump, if I teleport the character away to a different location, he can suddenly jump again. Also, if I have the particle system activated from the moment the game begins, I can jump once but only once - as soon as I land, Jump stops working.
I’ve debugged to death, and the “Jump” node is definitely firing, it’s just failing to do anything.
So, TL;DR…
Is there any reason activating a GPU particle emitter with fixed bounds might interfere with the “Jump” node in a third person controller?