Character Blueprint Compile Issue
I've been following some guides to study and learn more about the engine, so I'm learning on how to properly animate a character, and for the most part it's worked well, but I seem to have an issue with certain transitions, for some reason when I try to compile the project it tells me;
"Node Result uses potentially thread-unsafe call Get Player Controller . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding."
Basically something is wrong with the Get Player Controller/Character Movement calls that prevents the compile, even though I've followed the guides step by step. Could it be a glitch, or has the engine been updated so I need a different method?
asked Mar 17 '17 at 04:47 PM in Everything Else
Hi. Compilation is not failed, it's just a warning about multithreading issues. Compiler disables multithreaded updates for your blueprint because you use nodes which can't be executed in parallel maner safely. You can disable multithreading animation updates globally in your project settings or avoid to use these unsafe nodes. Turtorial was made for earlier versions of engine which wasn't support multithreaded updates.
answered Mar 17 '17 at 05:24 PM
here you can find it:
answered May 26 '17 at 01:49 PM
I wanted to make an addendum to this, having also worked with the tutorial and solved an additional error besides the multithreading issue!
Working from v 4.16.2, when using Get Player Character, the animation system does seem to work, but returns an error at runtime stating "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue from function..."
Please view the image for the descriptive solution, but I'll also leave a plaintext explanation below:
Instead of using Get Player Character in your Anim Graphs, create and use a reference variable to the owned pawn, which can draw out any of the pawn's attributes and variables on its own! Using the original Try Get Pawn Owner node's cast to the owned pawn, click and drag from the cast's blue return pin, let go, then from the action menu that pops up, select "Promote to variable" to create the reference. Getting the reference variable and pulling pins from it can access anything it has, including the Character Movement component you may be using in this tutorial!
Hope this helps!
answered Aug 12 '17 at 11:31 PM
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