[4.8 preview 2] Confusing bug with floating pawn movement components velocity
This is a very strange issue I've found and I don't quite understand how it works, but basically for my character/enemy movements I've added a floating pawn movement component to them via blueprint, and set its velocity. This works completely for my player, however for the enemies it has stopped working in Preview 2 (It worked in 4.7 in PIE but didn't work in shipped, which I had hoped would be fixed in 4.8). Now they only seem to have velocity when attacking (which I have separately as a lerped value - http://i.gyazo.com/d96ee7a98fd19ccf9016a3f414833e96.png). Even just directly setting the velocity doesn't work, it only works with that specific setup when the lerp value is 1 and they have their attack vector instead of their movement vector. And again there is no issue with the player character-even in the 4.7 shipped version (both my player and my enemies are all pawns).
asked May 13 '15 at 03:04 AM in Bug Reports
I saw what you are experiencing, however after looking into your blueprints in this project I believe the problem lies with the blueprint setup as opposed to trouble with the deceleration in the floating pawn movement. Testing it separately it seems to be working as intended, however with the setup you are currently using the deceleration is used as an additive instead of multiplicative force, so it adds the negative value to your movement every tick. As such, it is determining that every tick needs to accelerate then decelerate, which causes the movement of one pawn to decelerate over the other which has a 0.0 deceleration.
answered May 19 '15 at 03:27 PM
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