CharacterBP Components sometimes fire for all Actors of Type

UE 4.7.6 - ThirdPersonCharacter BP Template

I’ve come across some strange situations where Character component events will fire for all instances of that character blueprint class.

First ran across the problem with the OnComponentHit event for the character static mesh, where a hit on one instance of the character would fire for all characters of that blueprint class. Fixed that by just using EventHit.

Another example is with lighting (which I have no idea how to workaround), where one actor moves closer to a light source, the reflection lighting on the actor is applied to all instances of that Character Class.

In the image below, 3 ships all of the same Character Class are stationary. The Gold ship moves left, towards a light source (cube wall). Lighting correctly affects the gold ship, but then incorrectly to the 2 stationary ships.

Hi InterSlayer,

Were these Actors duplicated in the level? I mean, did you drag one Actor into the level and then duplicate it to create the others? If you drag multiple instances of that Actor into the level, does the same thing occur? If so, this may be related to another bug with duplicated Actors that was fixed in 4.8 (UE-11819), but I’d like to be sure. Thanks!

Ah yes, it seems to only happen in the case of duplicated actors for the first issue (OnHit component events).

As for the lighting problem, in testing the OnHit with Duplicated Actors, my level bugged and caused the editor to crash on load. I had to revert the level, and after rebuilding it was unable to reproduce that effect.

Hm, interesting. I’m not sure what happened there, but I’m glad the problem isn’t occurring for you now! I’m going to go ahead and resolve this post, but if the lighting issue comes up again, please feel free to respond here with the details and we’ll look into it further. Thanks!