Try to play in event tick. With loop and without loop.
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.
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.
A “special little blueprint” that can’t run timelines. Great
It’s also strange that tick runs, but returns 0 as delta time…
Do you think I should report this as a bug?
No point. You have to be able to reproduce it
There are times when you just have to drop and remake things in the engine. It’s easier to do than trying to figure out what the problem is.
This is quite an unusual occurrence, though
Yeah… Not sure I’ll remake the actor at the moment, it will be a lot of work. I might try my luck with leaving it be, at least for now.
Thanks everyone for the help, it was a strange issue indeed!
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