Strange behavior of movement component

Hi,

I observed some strange behavior that I cannot explain when using the ‘Add Movement Input’ Node of a ‘DefaultPawn’ child: When I hit the Play button in the editor, the child object seems to ignore the ‘Add Movement Input’ for a while untill it starts moving. However, if i hit the eject button, the pawn moves as expected and as soon as I repossess the PlayerController everything works as intended.

To make it even more confusing this happens not to the direct child of the ‘DefaultPawn’ but only further down in the class hierachy. Although none of the childs changes anything in the movement related code.

I thought it might be somehow related to the framerate so I added an ‘Execute Console Command’ node to the level blueprints’s begin play event that executes ‘stat fps’. The framerate is fine (about 80) and after I added this node the object moves as expected. Removing that node causes the problem to reappear.

I should mention that the acceleration of the movement component is set to 1 to simulate a heavy, slowly moving object. If I use higher acceleration the problem also disappears.

Has someone observed something similar or knows the cause of this?

Hey ,

Are you still experiencing this issue in 4.2 or 4.2.1? If so, please reply/bump this thread and we’ll be glad to investigate.

Thanks,

-Steve