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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?

Product Version: UE 4.8
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asked Jul 28 '15 at 10:17 AM in Blueprint Scripting

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Asher S Einhorn
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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:

 for (FActionsForObject::TIterator It(ActionsToRemoveMap); It; ++It)
         auto ActionList = GetActionListForObject(It.Key());     // Here was the bug! Passing in It.Key() fixes it.
         auto ActionToRemoveListPtr = It.Value();
         if (ActionToRemoveListPtr.IsValid() && ActionList)
             for (auto PendingActionToKill : *ActionToRemoveListPtr)
                 const int32 RemovedNum = ActionList->RemoveSingle(PendingActionToKill.Key, PendingActionToKill.Value);
                 auto Action = PendingActionToKill.Value;
                 if (RemovedNum && Action)
                     delete Action;

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.

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answered Jul 28 '15 at 02:05 PM

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