Disclaimer: Sorry if I made any grammatical mistakes, I’m still learning English which is why I may make mistakes every now and then.
Hi everyone,
After updating Unreal to version 4.12, I opened my (cloned from 4.11 project) project, but when I tried to play the first level the game just looked like a still image, nothing moved. I simulated the game and looked at the nodes in the Level Blueprint and saw the Event tick working fine, but the Event Beginplay acted as an Event Tick too and fired every tick a signal. I then checked my Pawn Blueprint and there I found both the Event Tick and Event Beginplay not firing any signals, although everything works perfectly in version 4.11. My second level, however, works just fine in 4.12 (not in 4.11, map won’t load because it’s made in 4.12), the Event Beginplay and Event Tick work normal there. My questions are if someone has an idea what could be responsible for these bugs and if someone could send me a workaround/solution for this? Thank you.
Greetings,
THOMASTERSIE
Hi ,
Thank you for your reply. I tried recreating the bug in a blank project by logging text multiple times using the Event beginplay node and sequence node in the Level Blueprint, but the beginplay node worked just fine. I then tried the same thing in a 4.10 2D project ported to 4.12, but the bug still was nowhere to be found. Because of this I have, unfortunately, no idea how you would be able to recreate the bug other than copying my project. Tick was enabled in the class defaults and I don’t think multiple actors are spawned simulateneously, but it could be true. I have provided a screenshot of my Levelblueprint in the attachment files. The code programs which and when the platforms are being spawned (it’s a randomly generated endless runner). The game consists of three tracks (kinda like in subway surfers) and chooses randomly one out of three different platforms (actors) or no platform (also an empty actor) and spawns these in the tracks.
Greetings,
thoMASTERsie
Hi ,
I just figured out the game was constantly restarting the level, which was why the event beginplay kept sending out signals and why the event beginplay and tick in the class didn’t send any signals. I saw a branch node which was supposed to send a signal via true if the player’s below the kill z or a signal via false if the player’s above the kill z, the false and true exec’s were both connected with the openlevel node. I’m sorry, this was my horrible mistake.
Greetings,
thoMASTERsie
I figured it out. Check my comment and the picture if you want to know how.