seamless travel and hud remnents
I'm having an issue with HUD remnents after a seamless travel. The order of my state and controller changes look like this:
Controller 0: PreClientTravel (current state: Playing)
Controller 0: EndPlayingState
Controller 0: Begin Inactive State
Controller 0: End Inactive State
Controller 0: Begin Spectating State
Controller 1: Begin Spectating State
Controller 1: End Spectating State
Controller 1: Begin Playing State
So it looks like it is creating a new controller (Controller 1) for the player to use after the travel is complete. But if you look in bold above it calls BeginSpectatingState() and then does nothing else with Controller 0 again. So Controller 0 thinks its spectating and adjusts HUD but is not accessible again after that.
When the player changes state in Controller 1 now, only Controller 1's HUD will be changing. Controller 0's HUD element is still stuck there because it added a UMG widget when it thought we started spectating.
Any ideas on how to fix this?
asked Mar 11 '18 at 08:19 PM in C++ Programming
Seems to be problem related to code in my PlayerController Unfreeze() which was causing the problem.
answered Mar 11 '18 at 10:28 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here