Unreal engine Version : 4.7.5
I’ve discovered that when destroying an actor, whether by lifetime or by using a destroy blueprint node, it is sent to 0,0,0 for a frame. I couldn’t even see this, however I discovered it when an overlap event triggered on actors that were at 0,0,0 after I destroyed the object that would cause this overlap. This happens both with play in editor and playing in its own process.
I can currently work around this by setting the object in question to disable collisions before being destroyed, however I can imagine much great problems possibly occurring if an object with actual collision (And not just overlap detection) would try to push itself into 0,0,0 when another object was there. Additionally I don’t want to have to go through every single actor adding unnecessary nodes making sure to disable all collisions upon being destroyed just to try and avoid any of these situations when it shouldn’t be an issue.
In-case it’s of any significance I only have a sphere collision attached to the triggering object that’s being destroyed.
I’d greatly appreciate such a hazardous and unforeseeable bug being resolved whenever it’s possible.
Hi ,
Does this occur on a blank project with no additional content or is it limited to one project?
Thank you for your response, sorry for the delay in mine-I had to find time to build a test project for this to check if it occurred in a blank project.
After making the test project and trying to reproduce the issue I found that the core of the bug wasn’t simply in destroying it, but rather it’s because the overlapping object was attached to my actors component.
Here is the test project I made demonstrating this bug (created from an empty project in v4.7.5) - https://www.dropbox.com/s/pxh1nx65jnn0taf/BugProjectTest.?dl=0
(I forgot to change the editor startup map before uploading so you’ll just need to double click and open the “Test Map” level after loading the project)
Press play, and right-clicking will create the overlap object sphere object and attach it to a component on the camera actor. Then pressing left click will destroy it and you’ll see a string printed “I was hit”, because the sphere component overlaps the square trigger in the center before it’s completely destroyed. If you open the “Camera” blueprint and break the line to the “Attach actor to component” node you’ll see it no longer triggers an overlap when destroyed.
Hopefully all this helps you resolve whatever may be the cause
Hi ,
I was able to reproduce this and have entered a bug report, UE-14656 to be assessed by the development staff.