Description

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.

Steps to Reproduce
  1. Compile and open QAgame
  2. Search for and open BP_QAPawn
  3. Select the Character Movement component and navigate to the events area in details
  4. Click the Plus button next to On component activated
  5. Drag off the newly created OnComponret activated Event in the Event graph Tab and create a print button
  6. Press Play
    Result
    BP_QAPawn is spawned via Player start and OnComponret activated Event for Character movement does not fire.

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.

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Fixed
ComponentUE - Gameplay
Affects Versions4.13
Target Fix4.14
Fix Commit3145958
Main Commit3153517
CreatedAug 25, 2016
ResolvedSep 29, 2016
UpdatedApr 27, 2018