When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a component from the "Add Component" drop down in the Blueprint, the "Object Types to Affect" works correctly.
RESULTS:
Left mouse button triggers "RadForceComp" and only affects Object Type "PhysicsBody" when it should affect "RadialForceObject"
Right mouse button triggers "BPRadForceComp" and works as intended, affecting "RadialForceObject" and ignoring "PhysicsBody"
EXPECTED:
Regardless of how the RadialForceComponent is created and attached to the Actor, "Object Types to Affect" are accounted for on FireImpulse( ).
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Component | UE - Gameplay |
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Affects Versions | 4.12.5 |
Target Fix | 4.14 |
Fix Commit | 3108971 |
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Main Commit | 3136620 |
Created | Jul 28, 2016 |
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Resolved | Aug 31, 2016 |
Updated | Apr 27, 2018 |