Components that have event's cooked up to their On Component Activated Event do not fire if the component is set to AutoActivated.
This does work if the Activation event is triggered by other means e.g. Press button, activate component via blueprint.
Note: Tooltip for Activation Auto Activate states Where the component is activated at creation or must be explicitly activated
This non firing of the event also occurs for Particle systems that have Auto Activate set to on.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35189 in the post.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.13 |
Target Fix | 4.14 |
Fix Commit | 3145958 |
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Main Commit | 3153517 |
Created | Aug 25, 2016 |
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Resolved | Sep 29, 2016 |
Updated | Apr 27, 2018 |