Delay's keep working in inactive tasks. Surely this is a bug?
So if you have a delay in a behavior tree task, and then the task is aborted, or finishes, the delay will actually still fire and trigger things.
Surely this is a bug? Shouldn't inactive tasks be, well, inactive?
asked Jul 28 '15 at 10:17 AM in Blueprint Scripting
Asher S Einhorn
This is actually an engine bug that I came across a couple weeks ago. Epic is aware of it, and they say it will be coming in a coming 4.8 update.
Are you building C++ for your project? If so, Mieszko from Epic gave me the following fix for the function FLatentActionManager::ProcessLatentActions (in LatentActionManager.cpp). Replace the piece of code that looks very similar to the chunk below:
Or just hold tight for that update!
By the way, a side effect of this same bug was that some random delay somewhere else in the running game was likely being silently canceled.
answered Jul 28 '15 at 02:05 PM
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