I have the weirdest issue…
In the PlayerController BluePrint:
- I’m using Tags to identify different ‘types’ of PlayerStart and choosing one
- Transforming the location to compensate for room location (in VR)
- Spawning at the transformed location when playing VR
- Spawning at the PlayerStart
Now, this all works fine in the engine. No errors, nothing of note
When I package the project (for Win64), however, everything still works fine for non-VR characters, but VR characters are for some reason spawned at the right x/y location, but 30cm too low, causing the character to fall through the floor!
Again (and I’ve tested this many times) there is no issue in the editor, just after packaging the project. The only ‘hints’ i’m getting while packaging are these messages:
LogBlueprint: Warning: FMemberReference::ResolveMember (ActorHasTag) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (GetTransform) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (ActorHasTag) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (K2_FindPlayerStart) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (GetTransform) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (K2_FindPlayerStart) bSelfContext == true, but no scope supplied!
LogBlueprint: Warning: FMemberReference::ResolveMember (K2_FindPlayerStart) bSelfContext == true, but no scope supplied!
It seems to me to be similar to the issue described in https://answers.unrealengine.com/questions/181765/47-functions-selfreferences.html, but I’m not sure (apart from this problem not being in the level BP)
Anyone has any ideas?