Description

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

Steps to Reproduce

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:

  1. Create a new project based off the Third Person Template
  2. In the ThirdPersonCharacter blueprint, add an event node for any 2 keys, in this repro we'll use T and Y
  3. Create a new macro with the structure shown in the attached picture
  4. Have both of these keybindings call this macro
  5. Press Play
  6. Press T and then Y immediately after

Have Comments or More Details?

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.134.14
Target Fix4.14.1
Fix Commit3202678
Main Commit3236017
Release Commit3202678
CreatedSep 6, 2016
ResolvedNov 17, 2016
UpdatedFeb 5, 2017