[Bug?] Blueprint continues to run when Paused in editor and using server/client networking
Came across an odd bug, or at least I think it's a bug. I'm not sure because I'm pretty new to networking as a whole. Anyway, the gist of it is that my game seems to continue to run even though the PIE editor is paused, and I'm not sure why.
So what I have is essentially a minigame that is played by multiple players. The server spawns the room, the room detects if players have entered the room, and once they have, it runs a timeline where tiles in the room are randomly chosen to shake, then fall. Once one player is left, the room finishes, rewards the players, and opens the door. This usually works perfectly in my previous tests, but as you can see in the gif I linked in the imgur link here (http://imgur.com/SlSQ3ld), the tiles aren't falling, and most importantly, the blueprint is running when the editor is paused. Let me know if you'd like to see the blueprint. It's a bit messy and large, but the explanation above is more or less the shortened version of what happens.
I noticed that this bug has happened one other time for a different minigame room with the same MO. The room works perfectly in other situations when placed directly into the level, but when spawned from a blueprint, and when there are two players, the blueprint will refuse to pause when the editor is paused, as well as refusing to work correctly. I have since made a work-around and changed the first room that this bug has happened to, so I'm unable to replicate the bug. I've also attempted to reinstall UE4, hoping that it was just a one-time problem, but it seems that this was just wishful thinking.
Any clues as to how to fix this problem?
Thanks for the project! I was able to reproduce this in a much smaller project, and it appears it's as simple as timelines not pausing properly during PIE if there is more than 1 player. I've created a bug report for the issue (UE-23781), and I'll post here if I see an update.
I believe the problem you're having with the blocks not dropping is unrelated, and I would recommend creating a new post for that in the Blueprint Scripting section as I do not believe it's a bug but a workflow issue. If you PM me with a link to the new post you create, I'll see if I can spare some time to look into it further.
answered Nov 23 '15 at 09:03 PM
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