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Custom trigger volumes in current level loses brush volume when class is modified and hot reloaded

I have a custom trigger volume that inherits from ATriggerVolume. However, any time a modification is made to my custom trigger volume in C++ and I compile/hot reload, the all of the custom volume's brushes completely disappear (and thus no longer detects any overlaps). For now, I switch to a level without the custom volume and compile/hot reload there, as it only seems to affect volumes in the current level. I tested this by making trivial changes like adding a new UPROPERTY to the class.

Product Version: UE 4.13
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asked Nov 22 '16 at 11:32 PM in Bug Reports

avatar image

sdf000
1 1 2

avatar image Doug E ♦♦ STAFF Nov 25 '16 at 05:32 PM

hey sdf000-

How is your trigger volume setup in code? Can you provide the class files (.h and .cpp) to help me recreate the issue you're seeing on my end?

avatar image sdf000 Nov 28 '16 at 02:12 AM

TransitionalTriggerVolume.h

 #pragma once
 #include "Engine/TriggerVolume.h"
 #include "TransitionTriggerVolume.generated.h"
 
 UCLASS()
 class DUNGEONWIZARD_API ATransitionTriggerVolume : public ATriggerVolume
 {
     GENERATED_BODY()
     
 public:
     /* Trigger type. */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Transition)
     FString Trigger;
 
     /* Extra value modifier. */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Transition)
     FString Value;
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Transition, meta = (DisplayName = "Enabled"))
     bool IsEnabled = true;
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Transition, meta = (DisplayName = "Test Bool"))
     bool TestBool = false;
 
 protected:
     UFUNCTION()
     void NotifyActorBeginOverlap(AActor* OtherActor) override;
     
 };
 

TransitionalTriggerVolume.cpp

 #pragma once
 #include "MyGame.h"
 #include "TransitionTriggerVolume.h"
 
 void ATransitionTriggerVolume::NotifyActorBeginOverlap(AActor* OtherActor)
 {
     UE_LOG(LogTemp, Log, TEXT("touched ttv %s: %s, %s"), *OtherActor->GetClass()->GetName(), *Trigger, *Value);
 }

If it works for you fine (brushes don't disappear), I'll try upgrading the engine. Thanks for looking into this.

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1 answer: sort voted first

Thank you for the sample code. I have reproduced this issue and logged a report for it here https://issues.unrealengine.com/issue/UE-39066 . You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers

Doug Wilson

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answered Nov 28 '16 at 03:55 PM

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