Physics/Motion reset after Saving and Loading

Okay, here is the situation.

I have a simple first person character and a ball that starts on a slope which flattens out so that it starts moving once the level is opened.

I have implemented a save system that saves the player’s transformation as well as the Ball actor’s transformation.

When I save the level and load it up again, everything is fine. The ball continues to roll as it should.

However, I encounter a problem when I save the level and open up another level.

So I save my level, I open up another level and then I go back and open the saved level again.

Once I open the level, I then load the save state from before.

Everything is where it should be, but the ball is no longer moving at all. And it was definitely moving before the save.

Thoughts? Any help is very much appreciated.

I’m working on a project for the oculus rift, trying to implement a pause menu that does not constrict camera movement. I’m saving the level before pausing, jumping to the pause menu level, jumping back to the saved level and then loading the save.

Using the in game pause function will not let the camera move while paused no matter what you tell it to do. This is very disorientating on the rift and is the reason why I’m implementing a pause level

Hello gxtommy,

Have you tried saving the velocity of the ball so that you can set it when the level is reopened?

If that does not help, I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?

I brought the project to a different computer.
I did not change anything, but now the problem is solved.

When I come back into the level and load the save, the ball is still rolling on the floor as it should.

I am clueless as to how this fixed it.

Thank you very much for the reply.
I brought the project to another computer at my university’s computer lab and now everything acts as it should.
If I had more time, I would look into this more.
However I’m currently a student and time is precious.

Ok, so I messed around with this a little more.

Loading the save using BeginPlay causes the problem.

Loading using collision detection on the player will load the save correctly.

However, If the collision happens within a second of the level opening, the problem still occurs.
???
I can post screenshots if you’d like, but I’ll admit, it’s not pretty.

One last thing, I’m doing all of this in the player blueprint.
Could it be that the begin play fires for the player before other objects are initialized?

When the level opens up from another level, the load is not called for a second after opening. Within that second, the ball has time to get rolling. Then when the load is called, it takes the physics/movement from the current situation, and not the save. So when the load was called, it grabbed the current physics and made the ball roll. The problem is still not solved.

I have to manually save the physics and motion in the save, and then re-apply the force upon loading?
If so, this makes things even more aggravating.

Hello gxtommy,

Could you answer the questions in my original post? This information would be valuable in narrowing down what issue it is that you are experiencing.

Hello gxtommy,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.