If you have 2 or more Player Movement Settings Devices and you set one to have priority 0.0 and one to have priority 1.0, and you add to the player the one that has priority 0.0, it doesn’t matter. The one with priority 1.0 will be applied even though the AddTo function is never triggered.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Add a Player Movement Settings device with priority 0.0
Add another Player Movement Settings device with priority 1.0
Check on Add to Players on Start on the one with 0.0 but not on the one with 1.0
Notice that it doesn’t matter, the one with 1.0 will be applied anyway.
Expected Result
If a Player movement settings device has higher priority but has not been added to the player, it should not be added.
Observed Result
A player movement settings with high priority will be added to the player even if was not added to the player.
This literally breaks my entire game.
I’ve tried using separate classes for each device too, no difference.
Everything works fine, until I add more than 1 player_movement_settings_device.
I’ve noticed the hover text on the “priority” setting says. “multiple devices can be present at anytime, but only the one with the highest priority will be active”….
so I guess there is our answer. unless they change the device to allow multiple to be used at once it will never work.
We’re seeing some really odd behavior with the Player Movement Devices as well. It’s kind of messing up our plans for an in progress map.
We have NPCs with a character def. so they do not move/walk around at all. Everything is perfectly fine… UNTIL we assign a movement device to a player. Once that happens every NPC starts walking around ignoring the movement modifier settings we have assigned to the NPCs. I was very confused what was causing it until I noticed that it only happens after the Movement Device is assigned to a player. Changing class for the device doesn’t fix anything.