When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or less, depending on how quickly you attempt to resume).
Found in 4.11 Preview 5. Reproduced in 4.10.2 binary and Main CL 2858401.
1. Open the attached project
2. Open the ThirdPersonCharacter blueprint
3. Right click on the Return Value of Get World Delta Seconds and Watch the Value
4. Notice the initial value of Get World Delta Seconds
5. Click the resume button after a second
Result: World Delta Seconds always show .4 when resuming.
Expected: The World Delta Seconds would stop counting down when the game is paused when hitting a breakpoint and resuming would begin the countdown where it left off instead of setting it to .4
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.10, 4.11, 4.12 |
Created | Feb 11, 2016 |
---|---|
Resolved | Jul 13, 2016 |
Updated | Jul 14, 2021 |