Lerp and / or Add torque in degrees doesn't seem to be working

Hi all,

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?

Here’s the logic:

It is being called thusly:

Bump

What is this? (as class)
Is it a pawn, actor, character, chaos_vehicle?

Where are all those functions called from?

It is in player pawn at the moment - though i will be moving it to player controller shortly

I’ll ask again.

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()).

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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):

RollDrone does this:

The IMC looks like this for roll:

Tick does nothing and event begin play just sets up a bunch of state stuff

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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.

It is at the top level:

Unsure why you’re being snippy either - this is a genuine question and i am sorry if you have to “ask again” but clearly the request was not clear :slight_smile:

Could we have a look at that very pawn’s component hierarchy?

Could you clarify these?

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?

image

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At a glance it seems you’ve placed the pawn in the level manually, which is more than fine.


  • is theStationBuilder the default map the projects starts with?
  • is there more than 1 pawn?
  • what are the chances the Game Mode spawns another drone?

When you edit this Pawn, you’ll be able to see all the components it’s made out of, as in here, for example:

Perhaps there’s something here that the PIE treats differently than the packaged product, which can happen.

And, finally, is there anything in architect drone’s Construction Script?

Worked it out…the linear and angular damping was set to 1.0 in PIE but was being set to 0.0 once built…so overrode them directly in the being_play:

And hey presto it works fine both in PIE and when packaged.

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…