In my 2D Blueprints Project, I add Sockets in Sprite Frames and made Character Flipbooks.
However, ReturnValue of DoesSocketExist Node shows False whether I run it in engine or launch packaged game.
I actually could get correct world-space location when I run game in engine, but when project was launch or packaged, ReturnValue of GetSocketLocation Node issue appears as below (text in yellow):
If break vector to float, value was 0.0
I wonder if this is a bug come with current version (4.6.1 and 4.7Pre3) or something wrong with my Blueprints?
Thanks for report! I was able to reproduce issue with DoesSocketExist, and I have submitted a bug report for developers to look over (UE-7642). I will let you know when I see any update on that.
I was not able to reproduce behavior you described with GetSocketLocation, however. Can you post a screenshot of your BP setup for that? Thanks!
If it’s a project-specific issue, it may be that you need to refresh nodes. Select all of nodes in that BP, right-click, and select Refresh Nodes. Then Compile and see if that fixes it. Other than that, only suggestion I have is to recreate Sockets.
This is my project download link:
https://.com/file/d/0B-Nuiy77jYioX2x3anlTdThMZGM/
I have deleted assets that have nothing with and change PlayerCharacter to default MyCharacter.
In this project, I use Sockets for light of lamp and attack slash
I’m not seeing this bug in project you provided. If I Print String Get Socket Location value for both AStart and AEnd, values appear as expected. If you open version of project you sent me, does something else occur?
Ah, my mistake, I forgot to check in Launched and Packaged game for project you sent me. I was able to reproduce it in your project (though still not in a new project), so I entered a bug report and included your project for developers to reference (UE-7918). I’ll let you know as soon as I get a response.
I’ve tracked down issue and checked in a fix into main branch, which will be in 4.8. I’ve also nominated fix for inclusion in 4.7.4 hotfix, however I’ve got a workaround to suggest for you in meantime:
issue only occurs if pixels per unit on a sprite is exactly 2.56. If you change it even slightly, then value will be serialized and loaded properly in a cooked build, and avoid issue.