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When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably.
Added to .h:
UPROPERTY()
UBoxComponent* BoxComp;
UPROPERTY()
USkeletalMeshComponent* SkeleMesh;
Added to .cpp:
BoxComp = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComp"));
SkeleMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeleMesh"));
RootComponent = BoxComp;
SkeleMesh->AttachTo(BoxComp);
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Note: This reproduction has been blocked due to: [Link Removed]
1. Open UE4
2. Create a C++ Subclass of APawn
3. Subclass of APawn must have either USphereComponenet or UBoxComponent, and USkeletalMeshComponent
4. Add all necessary functions and use FObjectInitializer to CreateDefaultSubobject for each components.
5. Create a blueprint that derives from this C++ subclass.
6. Blueprint has skeletal mesh component.
7. Blueprint has collision component.
8. Blueprint has collision component as root component
9. Blueprint skeletal mesh component is child of root component
10. Create an animating skeletal mesh component
11. Verify skeletal mesh in blueprint is animating
12. If it's animating, select the root component
13. Details pane should be empty
14. Details pane, click top right corner "Open Selection in Property Matrix"
15. In the property matrix, change "none" in the box collision to "Sphere Collision"
16. Save all
17. Go back to the blueprint and click on the boxcollion (inherited)
18. Expand the box collision properties
19. Expand the transform category
20. Tick absolute location to ENABLED
21. Play around the relative scale 3D - user chose z axis
22. Use the keyboard shortcut Ctrl+Z
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Components |
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Affects Versions | 4.7.5 |
Created | Apr 15, 2015 |
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Resolved | Mar 26, 2018 |
Updated | Mar 26, 2018 |