All parent-child relationships are removed at runtime

This issue occurs only when the map is updated for the first time after version 38.00

Here is my code 5774-0483-5548

4805-6497-3051

We are also having huge issues related to parent-child relationships with assets that are attached to other assets. Everything is looking fine in the editor but in sessions or published maps the relationships are not correct and the scaling is completely out of wack. I’ve been trying to rework hundreds of assets to try to adjust for this new bug.

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I have the same problem, please fix it.

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Same issues here

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I’m experiencing the same problem here. Completely breaks a game I’m developing.

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Affecting our map too: The prop / actor thats others are attached to is moving / behaving as needed, but everything else that attached to it is just remaining at the same spot. In old releases working fine btw.

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Hi Mirsthy! I don’t have a private code yet as it’s an unreleased project I am developing, but do you know if this bug will be addressed in a hotfix soon? Many others and I have to delay updates / releases until this bug is patched because of how game-breaking it is. If there’s any rough ETA you could provide that would be super helpful! (just so we can know if we need re-structure everything to use workarounds in the meantime) thanks!

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Same problem here, child objects don’t move with the parent when I use TeleportTo

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Thanks guys! We have enough codes for now – we’re investigating this issue.

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FORT-1006771 is now ā€˜In Progress’! Our team is actively working on it!

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Just chiming in to say we have animated clouds on our golf map and they have volumes attached to the clouds. None of the volumes are animating with the clouds anymore on new versions / testing. We cannot update as this completely breaks our map like this.

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We were tyring to push an update out for it and realized after it was too late. Not sure how we can re-work our island while waiting for this but if this helps here’s the private code - 2972-3024-0846

The same happens to me, hours of work wasted

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@ODavidd Just so you know you can use a GrayBox door blueprint and change the mesh on it to get native working doors. Just create a Child Instance of the GrayBox door and then turn it into your own Creative Prop

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I use a mesh on the button so that when I press it I can use the ā€œon interactā€ signal to activate whatever I want, thanks for saying that but in this case it wouldn’t be good to use it that way