Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is new to 4.13.
Regression?: YES
Found: 3106830
Did not happen: 3039270
1. Download the attached project
2. Press Play
3. Press T and then Y immediately after
Result: The print strings signify that the macro started twice but only the first one completes
Expected: The macro should complete twice as there were two different instances of the macro being called
From Scratch:
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.14.1 |
Created | Sep 6, 2016 |
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Resolved | Nov 17, 2016 |
Updated | Feb 5, 2017 |