The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel.
The Niagara component is spawned during BeginPlay and activated manually. When traveling to MapB, it got deactivated, which won't happen if we are using a ParticleSystemComponent. Maybe we need a bWasActive variable to record its state in OnUnRegister, like what we did in the UParticleSystemComponent.
Test Project(4.27 C++): [Link Removed]
Steps to Reproduce: [Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-191318 in the post.
2 |
Component | UE - Niagara |
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Affects Versions | 4.27, 5.0, 5.1 |
Target Fix | 5.6 |
Created | Jul 27, 2023 |
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Updated | Sep 26, 2024 |