x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why does breakpoints at a Spawn Actor node get triggered multiple times for the same spawn event?

Hi, I have a function for spawning AI bots in my project & it uses random transforms from a list of cached spawn transforms every time it's spawning a bot. I noticed that the bots sometimes teleport around once or twice extremely rapidly when spawning them. After going through my code as well as the collision many times, I finally realized the 'Spawn Actor from Class' node gets triggered multiple times, even though the actor itself is spawned only once. But one issue that I'm guessing is possibly due to this is that when you use random spawn transforms each time, the spawned bot might be teleporting between these multiple random transforms, everytime the breakpoint is triggered.

Just to make sure that my blueprint didn't get corrupted, I tried setting a breakpoint at a spawn actor node in a new blueprint project & noticed that the node gets triggered twice, even though the actor is spawned only once. I just want to know if this is an intended behavior or something that might have to be taken to the bug reports section. So it would be great if someone from Epic could clarify this matter. Thanks.

[A temporary solution to prevent this spawn distortion when using random spawn transforms, is to store the transform in a local variable first and then pass it to the spawn actor node. This way, even if the spawn actor is getting executed in multiple stages, only the same transform gets passed into it everytime during a single spawn event]

Product Version: UE 4.12
Tags:
more ▼

asked Jun 25 '16 at 06:58 AM in Blueprint Scripting

avatar image

Stormrage256
1k 83 75 118

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question