Play/Standalone game =>the camera is positionned automatically inside the character . Why?

I have an issue with the “Play/Standalone game” ( few weeks ago it was ok) => the camera is positioned automatically inside the character : why ?

I have deleted binaries and intermediate : same result.

When I use “Play/select viewport” or if I package the game : it works.
“Auto activate” is set to true for the “arm spring” and the “camera”

Play/“Standalone game” : “autoactivate camera” and “autoactivate arm spring” are false and the camera is inside the character ! Why ???

Play / “select view port” => camera and arm spring are OK and “autoactivate camera” and “autoactivate arm spring” are true.
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Hey there @PhilippeC! Got a couple questions that may help determine what’s happening here.

Are all the other functions of the character working correctly?

Is the camera/spring colliding against the character? This could make it never leave the inside of the character during play.

@SupportiveEntity Answer to your questions

“Are all the other functions of the character working correctly?”

I have added “PrintString” “GetDisplayName” in all the “BeginPlay” of actors and characters and I confirm that the “PrintString” is not working for all the characters in the level.
For all the actors the “PrintString” in the “Beginplay” is displaying the “GetDisplayName”

“Is the camera/spring colliding against the character?”
I cannot tell you the “PrintString” is not “working” for characters

Their BeginPlay events aren’t firing at all? That’s unexpected. To check your spring arm collisions you can remove the collision test here temporarily:
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Does it still fail?

@SupportiveEntity Yes it fails

I have added a log to play/standalone as explained in this post : Where are the logs for "Play in Standalone mode" located? - #2 by james0x0A

And there is warning repeated 16 times in the log which is linked to a component that I have created ( the character swims) .

[2022.11.19-04.32.27:494][ 10]LogScript: Warning: Attempted to access TRASH_SwimComponent_C_21 via property SwimComponent, but TRASH_SwimComponent_C_21 is pending kill
BP_mouse_C /Game/AGame/GameMaps/01-Wizard.01-Wizard:PersistentLevel.BP_mouse_2
Function /Game/AGame/BP_characters/mouse/BP_mouse.BP_mouse_C:ExecuteUbergraph_BP_mouse:005B
[2022.11.19-04.32.27:495][ 10]LogScript: Warning: Script call stack:
Function /Game/AGame/BP_characters/mouse/BP_mouse.BP_mouse_C:ReceiveTick
Function /Game/AGame/BP_characters/mouse/BP_mouse.BP_mouse_C:ExecuteUbergraph_BP_mouse

I have solved the “load errors:warning” below and now it works (the first warning “Attempted to access TRASH_SwimComponent …” is just a warning ) .

@SupportiveEntity Thanks for your time , you help me a lot with this question : “Are all the other functions of the character working correctly?”

The load errors warning : the health bar was corrupted in the BP , i create a new BP_HealthBar1 and it works now.
[2022.11.19-05.54.13:424][ 0]LoadErrors: Warning: CreateExport: Failed to load Outer for resource ‘WidgetTree’: EditorUtilityWidgetBlueprint /Game/AGame/BP_UI/BP_HealthBar.BP_HealthBar
[2022.11.19-05.06.35:380][ 0]LogBlueprint: Warning: [AssetLog] D:\Documents\UnrealProjects_projetEnCours\RouilleFeu\Content\AGame\BP_characters\BP_Character.uasset: [Compiler] Could not find a variable named “HealthBar” in ‘BP_Character’.

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You got it! Sometimes elements don’t seem to be connected can effect the engine itself just like that. With that second error you can just make that variable in the BP (just make sure it’s the right type) and you’re golden! Great work!