Everything works fine in editor when I spawn ai actor but in the cooked game they are invisible ( don’t even know if they spawn ). I tried to remplace them whith simple actor and everything works fine in both editor and cooked game. So i don’t know if the problem comes from Ai actor, skeleton mesh or else (?) I used the basic skeletal mesh provided with the engine ( HeroTPP ).
Additional informations, don’t know if it’s usefull knowing it works in editor :
The pawn class I tried to spawn is a child of an other one.
My actors have to start running just after joined the game using a nav mesh.
I spawn them in a location ( hard written ) and then changed it with a set actor location ( and then they start running ).
The game is supposed to use network, spawn function is located in GameMode and the issue is still there with one player.
I resolved it by clear the mesh in the parent blueprint and just set it in the child. Don’t know why put the same mesh in both make it invisible but, well, it’s a “solution”.
By the way, animations don’t play in cooked game, if someone have an idea (?) but I think it’s an other problem.
Edit : Well it wasn’t an other problem, inheritance seems to be guilty. Animation problem can be solve the same way as the invisible problem but now the rotation of the mesh don’t follow when the character run.
! Inheritance seems not to be support in the built, all is reset. Anyone knows how to solve it ? Is it a bug or just … a feature i don’t want to use and don’t know how to disable ?
No real solution sorry, the problem was inheritance and only way we founded was to do without it or to clear mesh and animation in the parent and set them in child. Btw we changed for Unity right now so I don’t know if the problem is solved in the 4.7, but the release note seems nice. Cheer up with unreal ! Updates should make it better and better
For the record: This is still an issue in 4.7.2. And unfortunatly, in my case clearing the mesh in the parent class doesnt solve the issue. I’m gonna dig a little bit more, but I guess I’ll end up asking a new question.
I just came across this bug today as well. For me, when I clear the mesh in the parent characters, the child characters are visible but they start walking in the air in Standalone mode. In PIE mode, everything works fine.
Hey @Trustyz have you figured out some way to get around this bug? I’m kind of stuck with this as well. As you suggested, removing the mesh from the parent character makes the child characters visible. However that causes wierd rotation and pathing issues as they seem to be trying to walk while floating above the floor. Works perfectly in editor though.
I’m gonna add in a bug report linking to this post anyway.
Just came across this bug aswell, had made a pawn base class and inherited from it for my player blueprint. Work around I used was to clear the base skeleton mesh and add a new skeleton mesh in the player blueprint. Haven’t had any issues so far
Hi @TobieD, that fixed the invisibility issue for me as well. But then created a new bug in my case. If I refer any of these enemy child classes from the blueprints, one of them starts floating when playing in the standalone game. I have raised a bug report for the same, but I’m unable to repro this invisibility bug in a new project in the first place
What version are you on? For 4.8, we fixed an issue with parent/child cyclic dependencies where property values were getting reset and not properly overridden. Curious to know if this was still happening for you in 4.8?
One of the blueprints most probably got corrupt. I wasted too much time on trying to fix this. If you do not have a lot of code to transfer, it’s a lot better to create a new parent class and child classes for your pawns. I haven’t had any problems ever since I made new classes.
I seem to be experiencing a similar bug using 4.8.3 hotfix. Everything works fine in editor, but in standalone cooked builds some blueprint instances have some of their overriden properties resetting to their parent blueprint default values. Could you give a link to the bug entry that was fixed in 4.8 please?