So I’ve got some “deceleration” logic to make things slowly come to a stop when you stop pressing a button. It works perfectly in simulation mode in UE editor. But it doesn’t seem to work AT ALL when the game is packaged / built. Anyone know why this might be?
Can you please share a screenshot of what are the inherited built-in functions (like Tick() and BeginPlay()) that all those functions are called from. And track their call from there.
Either the changes your functions are making are immediately override in the game (most probable) or the functions are never called (which is easy to check with PrintString()).
So this functionality does work PERFECTLY when in the editor (and press the play button) - so nothing is being overridden and indeed these are being called as expected - or surely when you simulate in the editor it also wouldn’t work
This is where the functions are called from (the event graph in the Player Pawn currently):
How does the actor hierarchy look like? How / when is the actor spawned? Are you spawning any components dynamically? Asking as there are major differences between PIE and packaged when it comes to initialisation.
The pawn is spawned at the beginning of the game - though i am not spawning it actively - it is just the nominated pawn and so it spawns when the game starts
I am not sure what you mean by component hierarchy - do you mean what it inherits from? in terms of classes?
Sorry, I did not mean to be snappy. I had a hard time grasping your structure. “Works perfectly half the time” are usually comlex questions and we need all the info you can get us - the functions themselves are completely fine since they are working in some occasions.
P.S.
Also English is not my first language (as you can probably guess) and what I write often comes out as harsh, snappy or both…