4.21 - 4.22 Motion Controllers stopped responding
I have a very basic project where I am using C++ to generate motion controllers. If I open the project where it was created in 4.21 the hand controllers track just fine and show the mesh moving with my hand controllers. As soon as I migrate to 4.22, the meshes are located on the ground at (0,0,0) essentially and do not move at all with the controllers anymore. Is there a new way to setup motion controllers that I am missing??
And then in my character class I set these motion controllers as components on a Root component of the character:
This simple setup can be found on tutorials all over the web and it worked fine in 4.21. What has changed???
After contacting Epic directly and creating a new sample project for them, they responded with a known bug ticket/issue here: https://issues.unrealengine.com/issue/UE-72941
Everyone be sure to upvote that bug ticket so this gets resolved quicker please! I'm marking this as the answer since that link should tell us when this is resolved.
answered May 15 '19 at 02:58 PM
I had the same problem with 4.22, you need to Set Owner when you spawn the motion controller to the controlling pawn
answered Apr 09 '19 at 02:43 AM
It is possible to fix this if you are using a source code engine. It's pretty much just a revert of the 4.22 changes back to 4.21.
Which is just a rollback to 4.21. No idea if it has a knock on effect, probably a risk for a networked game.
answered May 13 '19 at 06:30 PM
It's coming from their all new HasLocalNetOwner() which should normally crashed when the owner is the level. And instead always returns false;
That's really strange that code has successfully passed the Q&A tests.
Anyway, in your FActorSpawnParameters.Owner, make it to nullptr and maybe should do the trick.
UPDATE : That worked for me I got back my controllers. Now the Custom Depth haha :p
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