Possible Bug with Timers

When i launch project within the editor - timers doesnt start, but if i launch project in the separate window - its work fine. Sorry for my English)))

  • Could you please provide screenshots of your setup so I can ensure that I am mirroring it in a test project?
  • Does this occur in a clean project as well?
  • When you say “launch project in a separate window” are you using Standalone, Launch, or New Editor Window?
  1. What kind of setup you need?
  2. I created object class which using two timers which implements buff system(this timers dont work in level editor vievport, but work fine in New Editor Window), but i just created another class with timers and this work fine anywhere.
  3. I mean New Editor Window.
  • Im not understand why.

Update -
i have 2 object classes. First class(Buff_Collection) has data about buffs which needs to apply. Second class(Buff) is buff itself(with two timers). I constructing Buff_Collection object from my CharacterBP and created Buff_Collection object construct Buff objects - timers dont work, but if i constructing Buff object without Buff_Collection timers work fine anywhere.

Timers starting in Buff class.

I’m not sure I’m following your setup based on what you have described.

In order to look into the issue as quickly as possible, could you please zip up your project and send me a link to Dropbox where I can download it? You can PM me the link through the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

I Sent))))

Thank you. Looking at the project, I’m not sure what the issue is. Could you explain in a bit more detail what issue you are reporting, and how I can reproduce it in the test project?

1.Press Y button to decrease health.
2.You need to pickup an apple on the floor by press E button.
3.Open inventory(I).
4.Use this item(alt+lmb).

  • Buff should to apply(buff displayed in the top-middle of the screen) and health starts increasing.
    If do this while playing in editor viewport - buff timers just freez and buff not work(buff icon and buff object still exists).
    If do this while playing in New Editor Window - all works fine.

It looks like the Seconds value on your Update Second Text Event inside of the Buff_Slot blueprint isn’t updating. Where are you setting the variable for Seconds? Which blueprint should I be looking in?

Update Second Text Event inside of the Buff_Slot calling from Buff class in Timer event which using timer.
“It looks like the Seconds value on your Update Second Text Event inside of the Buff_Slot” - no it is not because player health also not increasing. If you place Print string in Timer and Apply Event in Buff class - it is also not be called.

I am still looking into this issue, and will respond as soon as I have information on what could be causing your issue.

Thank you for your patience.

Hello,

After some investigation, I was unable to reproduce this issue in a clean project. If you are able to provide steps on how we can reproduce this issue in a clean project, we can continue to investigate the issue.

Keep in mind that Standalone is closer to a packaged game, so as long as it is working in Standalone and a packaged game there shouldn’t be too much of a problem other than the inconvenience of not being able to test in PIE.

This is possibly related to an event being called in a different order during PIE, which is definitely something you can track down given enough time. With the complexity of the project, it’s difficult to determine if a bug is present. Again, if you are able to figure out how to reproduce this in a clean project, please feel free to reopen this thread.

Have a great day

No, i dont know how to reproduce this issue in a clean project. Maybe this bug is individual for my project, maybe something else. This is doesnt prevent me working. Thank you.)))