We haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. Please let us know if you’re still experiencing this issue with information requested above, and we can continue investigating. Thanks!
Well, after opening project I first tested your original repro steps with, it looks like I’m seeing same bug. Maybe it has something to do with closing/reopening project? I’m going to test with your new repro steps as well, and then check in our main internal branch. I’ll get back to you when I have some more information. Thanks!
Thanks for detailed repro steps! I was able to reproduce this both in 4.7.2 and in our main internal build, and I have entered a bug report for it (UE-11819). I’ll let you know when I see an update on it. For now, dropping a new BP instance into level (rather than duplicating an existing one) seems to avoid this bug. Thanks again!
I just tested this again in 4.10.2, and bug no longer occurs using steps described above. This was marked as fixed in 4.8, so it hasn’t been happening for a while. Can you give me some detailed steps to follow that reproduces bug for you? Thanks!
Notice that events broadcasted are arriving in all actors, not just in one that broadcasted it. I included owner as a parameter to easily see that wrong event is arriving. Like original bug mentioned in this thread this only happens if you duplicate actors.
Also important: This only happens if base class which holds component is a C++ class.
Maybe bug also occurs if you leave out one level of inheritance but I reconstructed it way it is in our project.
This appears to be a separate bug, as what was fixed involved a simple variable reference. They may be related, so I’ll reference fixed bug report in new one when I enter it. If you wouldn’t mind, please create a new post with this information and this same link, so I can follow up with it there. Please also include specific steps you took to reproduce in a fresh project. I’ll attempt same here and see what we get. Thank you!