First my problem is already answered, I just want to send you the bug and a workaround for users encountering this problem.
Calling PlayDynamicForceFeedback from a Destroyed event doesn’t stop the force feedback because it seems the LatentAction was just removed at destroy time.
A workaround for UE users that asking themselves how to avoid this is to call a custom destroy method that will stop first the force feedback effect (you can just put this before the Super::Destroyed() in c++ I think, not tested). This should work in blueprint as in C++.
I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.
Since updating a project to 4.14 there are times in my splitscreen deathmatch game where controllers will vibrate indefinitely. Is this linked to this bug?
It’s a possibility, however further investigation would be needed to know for sure. I would need you to create a new thread (for tracking purposes) with more information and the post a link here in a reply to the new thread so that someone could follow up.
Example questions for new thread:
Can you reproduce this issue in a clean project?
If so, could you provide a detailed list of steps to reproduce this issue on our end?
Could you provide screen shots of any blueprints/settings that may be involved?