Description

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.

Steps to Reproduce
  1. Download attached project and extract it
  2. Right click on AH460234.uproject and generate Visual Studio files
  3. Open Visual Studio .sln
  4. Debug project as Development Editor
  5. If not already open, open "default" level.
  6. Open RadialCharacter_BP from Content browser.
  7. Notice both RadialForceComponents have same settings but RadForceComp is created from C++ class and BPRadForceComp is through "Add Component".
  8. PIE

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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Fixed
ComponentUE - Gameplay
Affects Versions4.12.5
Target Fix4.14
Fix Commit3108971
Main Commit3136620
CreatedJul 28, 2016
ResolvedAug 31, 2016
UpdatedApr 27, 2018