Different movement logic when playing from different windows
This has me totally baffled: If I click play being in the character blueprint window, I actually get the correct values which I have specified in the blueprint, but should I pop into the level editor main window and play from there, the character seems to use some other values as apparent from the difference in movement.
This is a bug, because no matter where I click play, it should result in the same logic being executed, correct?
What else than a bug would be a plausible reason for such difference in behaviour, depending on the window where the play in editor window is executed from?
P.S The difference is most apparent in how quick the character stops running. If I click play in the character blueprint window, the movement reacts correctly, but if I click the same play state being in the main editor window, the character doesn't stop running.
I have imposed a lot of conditions on my axis values for keyboard and mouse controls, somewhere in the middle of that process the problem started.
I spoke with the developers about the difference, and they said this is pretty expected. World Delta Seconds is going to be different depending on Frame Rate, and a higher FR is going to happen in PIE if more of the editor is doing more things.
So a couple things:
Please let me know if you have any other questions.
answered Jan 15 '16 at 09:31 PM
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