Description

On component activated (Particle system) doesn't trigger correctly it does however work for the character movement component and the mesh component.

If you select the print as a break point the engine doesn't break.

Steps to Reproduce
  1. Compile and open QAgame
  2. Search for and open BP_QAPawn
  3. Click the Add component dropdown in the components tab
  4. Select Particle system
  5. In Details Under Particles Click the dropdown next to Template and Select Instance_Test
  6. Scroll to the bottom of the details panel and click the Plus button next to On component activated and Click the plus button next to on component Deactivated
  7. Right click on the event graph and search for activate, click Activate (Particle System)
  8. Again right click on the event graph, searching for deactivate, Click Deactivate (Particle system)
  9. Right click the event graph, search H and Click the Keyboard event for H
  10. Drag the Exc pin for H to the Activate (Particle system)
  11. Right click the event graph again search Q and Click the Keyboard Event for Q
  12. Drag the Exc pin for Q to the Deactivate (Particle system)
  13. Drag off the newly created OnComponret activated and deactivated Event and create a print button linked to each one
  14. Press Play
  15. Press the Keyboard button Q To deactivate the particles
  16. Press Keyboard button H to activate the Particles
    Result
    The print event's aren't fired out from the De/activate particle event

Have Comments or More Details?

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Fixed
ComponentUE - Gameplay
Affects Versions4.13
Target Fix4.14
Fix Commit3136636
Main Commit3153517
CreatedAug 25, 2016
ResolvedSep 22, 2016
UpdatedApr 27, 2018