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[BUG] Play from here movement cmp problems

When you use "play from here" and the player is spawned from the camera, if the camera looks down, the character has exactly that rotation, the problem, is that that makes the movement component bugged untill it receives an external inpulse, Ive fixed that by making a custom function to spawn the character, but the movement component getting broken still happens if you spawn with some angle.

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asked Mar 11 '14 at 02:25 AM in C++ Programming

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ue4-archive ♦♦ STAFF
49.9k 3666 1996 9121

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Hi Victor,

Thank you for your report. I am investigating this issue, but a I have a few questions. When you say you are using "Play from here" from a downward facing camera, do you mean the viewport or a camera actor in the level? What project type are you using when this occurs? I have tested this with the first and third person templates, but am not seeing the same results.

Thanks,

Alexander

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answered Mar 11 '14 at 02:25 AM

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ue4-archive ♦♦ STAFF
49.9k 3666 1996 9121

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:25 AM

im using just normal play from here with the normal viewport camera, my code is ShooterGame modified so it has a third person camera, the character itself is unchanged. Im making a video and im going to upload it for you to see it. The problem is that if you spawn a character with a movement component and that one is not straight, the movement physics will get bugged

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:25 AM

Uploaded video, its set as private http://www.youtube.com/watch?v=t86r30LvxYs&feature=youtu.be ill delete that video in some days, for that NDA things

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:25 AM

It looks like this bug is project specific because of the code changes. Could you please provide the project in question, or the code files, on the FTP so that I may further investigate the issue?

Thanks,

Alexander

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:25 AM

My character is 99% the same as Shootergame character, i just deleted the first person mesh. the movment component is not even changed. Controller is also unchanged. The problem is most likely into some property of the blueprint.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:25 AM

I am attempting to reproduce this issue by altering my shootergame project, but I am getting different results. Could you please share the BluePrint asset in question with me so that I may further investigate?

Thanks,

Alexander

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