Calling a macro that has a delay node again before the original call's delay could finish will cause the second call to be ignored when reaching the delay node. This did not occur in 4.12.5 and is new to 4.13.
Regression?: YES
Found: 3106830
Did not happen: 3039270
1. Download the attached project
2. Press Play
3. Press T and then Y immediately after
Result: The print strings signify that the macro started twice but only the first one completes
Expected: The macro should complete twice as there were two different instances of the macro being called
From Scratch:
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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
An error occurred while trying to generate project files !?
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.13, 4.14 |
Target Fix | 4.14.1 |
Created | Sep 6, 2016 |
---|---|
Resolved | Nov 17, 2016 |
Updated | Feb 5, 2017 |