Timeline not updating value in one actor

Try to play in event tick. With loop and without loop.

This doesn’t work either ( well, prints zeros )

even though begin play and timers do…

Does the blueprint pause the game?

I did notice several differences between this “actor” and a working “actor”. How was this actor created? Did you just create is as normal or were there any other steps involved. Was this a different class to start with and then you changed it in class settings?

Differences I noticed so far. I will post two screenshots side by side so you can clearly see what’s different.


Edit: okay I know where override function difference comes from, it’s because on other (working actor) i removed event tick and default overlap nodes. Construct script is also there. That still leave that extra field in class settings.

I would really like to know how did you come about having this Actor. Tell me it’s life story. :wink:

Mmmh, well, I don’t think I created it in a special way. That’s one of my oldest actors so I’m not sure I would remember, but I very probably just created it from the “Actor” base. I can’t think of a reason why it would have at some point been a child of another actor type, because i can’t think of which actor that would be, in the context of my project.

I checked my other managers and they all have the same fields as my CombatManager, and their IsDataOnly is set to False as well.

I just tried a timeline on one of them and it worked perfectly.

Must be one of a kind. Really interesting.

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A “special little blueprint” that can’t run timelines. Great :grinning_face_with_smiling_eyes:

It’s also strange that tick runs, but returns 0 as delta time… :thinking: