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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Actors losing map location after compile. Realy amazing problem

Dear Community, First of all, I want to say that I never need your help so much like right now. I'm working on some quite serious indie project in late stage and I'm totaly stuck.

I mirgrated to 4.13 two weeks ago. And then something started to happen. Some of my actors started disappearing from map. Not exactly disappearing. I can find these actors in world zero position. I don`t mean runtime and PIE, but just pernamently change location of the actor on map in the editor. This is happening sometimes after hot reaload and concerns totaly random instance of my classes (c++ classes and inherited blueprints). I didn't find any clues in this editor behavior. There is no any fancy things in these "disappearing" actors. These actors even use totaly different components.

It looks like constructor sometimes sets default location of instance on the map to world zero. I've made many tests on two computers. No clue. No error. No nothing. Totaly random.

I droped below class 90x times and made some pictures. This is what happening after x6 compiles in editor. I hope that I managed to explain you my problem. This is madness.

Maybe someone have some brutal workaround method to set location constantly (in editor not runtime)... or have some point where to start looking. I realy need your help :) Thanks for any help.

     PrimaryActorTick.bCanEverTick = true;
     UCapsuleComponent* CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RootComponent"));
     CapsuleComponent->InitCapsuleSize(40, 40);
     CapsuleComponent->bGenerateOverlapEvents = true;

After drop to editor:

![alt text][2]

After no any changes on this class and 6 compiles: alt text

[2]: /storage/temp/109322-disactor#001.png

Product Version: UE 4.13
disactor#001.png (185.4 kB)
disactor#002.png (131.7 kB)
disactor#001.png (185.4 kB)
more ▼

asked Oct 01 '16 at 10:38 PM in C++ Programming

avatar image

Waw K.
70 13 23 33

(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