When a character is spawned from a template of an existing character instance, the existing instance loses the ability to read any input.
This was discovered when testing the crash fix for [Link Removed].
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = Default) static void MyTestFunc(UObject* WorldContextObject, TSubclassOf<AActor> actorClass, AActor* actorTemplate, FTransform position);
void MyFunctionLib::MyTestFunc(UObject* WorldContextObject, TSubclassOf<AActor> actorClass, AActor* actorTemplate, FTransform position) { FActorSpawnParameters SpawnInfo; SpawnInfo.Template = actorTemplate; auto actor = WorldContextObject->GetWorld()->SpawnActor<AActor>(actorClass, position, SpawnInfo); }
Result:
No new input can be read after new character is spawned
Expected:
Original character retains camera/keyboard movement when new character is spawned
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46036 in the post.
0 |
Component | UE - Gameplay - Input |
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Affects Versions | 4.17 |
Target Fix | 4.24 |
Created | Jun 14, 2017 |
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Resolved | Aug 5, 2019 |
Updated | Oct 28, 2019 |