Just switched to 4.11.
Had a special camera blueprint, worked perfectly in 4.10.
When I moved to 4.11 - it suddenly stopped working.
Further investigation showed, that Tick event of this object
doesn’t fire for unknown reason.
I’m switching back to 4.10.
Upd. Did an exact copy of my previous class in C++ - and it works. Old one, which is absolutely the same,
still doesn’t work. Probably something was broken during project conversion to 4.11
I had the problem too. There is this in the release notes: “Disabled ticking by default for ACameraActor as there is no work to be done per-tick (subclasses can still set it)”
You just have to add this to your constructor: PrimaryActorTick.bCanEverTick = true;
actually, I think you’d probably also need to do following:
Fixed it by calling Super::BeginPlay() and Super::EndPlay(…) in overriden
methods.
and
You just have to add this to your constructor:
PrimaryActorTick.bCanEverTick = true;
Yeah, that might be what actually did the trick for me.
Both classes were autogenerated, but autogenerated class from 4.10 did not have Super::BeginPlay() call.
I had the same problem with a widget blueprint. In 4.11 I have to add the EventTick event and there call the parent EventTick event. In 4.10 this was all automatic.
Hi guys!
I have the same issue with a blue print actor meant to handle camera for several local players.
However, I made this blueprint from scratch, well, based on Actor blue print, but not from any previous UE4 version.
I’m stuck at this since days. I’ve tried to setup a lot of things in the Ticks category, even playing with tick groups… nothing works.
I’m not really comfortable with c++, so I’d rather like to get a blueprint solution…
Ok… strange… Got it fixed by fully rebuild it in a new blueprint… Only copy paste blue print content and it worked. I’ve checked all the options, and it seems to be exactly the same on both BP. However, since the new BP is working fine, I assume I did something wrong in the first one…