Developer Notes

Duplicate, but verified fixed in //UE4/Release-4.11/2826901

Description

If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL.

According to the licensee, this happens with ACharacter, which has exisitng components or AActor with a component added in C++, I only repro'd and confirmed the ACharacter case (Repro steps and more explanation included)

Steps to Reproduce

1. Create Blueprint from Character class
2. Add OnHitComponent for the Capsule and wire up a Print String to display the Self variable
[Image Removed]
3. Drop one of these in a map. Name it "ObjA"
4. Alt-drag to copy it. Name it "ObjB"
5. Run the player into each placed Blueprint

Result:
Hitting ObjA prints "ObjA"
Hitting ObjB prints "ObjB" AND "ObjA"

*If you set the Debug filter to ObjA and add a Breakpoint for the OnHit event, it'll trigger the break even when bumping into ObjB

*If you drag in a fresh Blueprint "ObjC" rather than copy, this problem doesn't occur.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-24932 in the post.

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Duplicate
CreatedJan 5, 2016
ResolvedJan 5, 2016
UpdatedApr 27, 2018
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