209 Tank Throttles. UTankTrack class. BP Static Mesh problems

I’m running Unreal Engine 4.24.1

I’m not sure if this started happening before or after this lesson 209 Tank Throttles.

After creating this class, and then changing out the tracks to the new UTankTrack class, I have a strange issues with dealing with the individual Left and Right tracks.

The issue is, they seem to have some kind of dependency on one another. Somehow linked together in some hierarchy.

  1. On both tracks, I can’t change the location. The transform in the details only shows scale. No location or rotation.

  2. If both tracks in the Components section have not been assigned meshes, and I assign a static mesh to say the left track, when I click on the Right Track component, it will have automatically been populated with a track static mesh.
    If I reset the Left Track static mesh back to None, the Right track will loose it’s static mesh.

  1. If no static meshes and no sockets are applied to either track. Click on Right Track component, assign it a Socket, for some reason, my Left Track gets highlighted automatically in the Components section of the blueprint screen. BUT, it does not happen the other way around when I do the Left Track first.

  2. No static mesh or socket assigned to either track component. I assign the left track a mesh, as mentioned, right track will get automatically assigned a mesh… However, I when I right click on the Right Track in the Components, the right track mesh does not get focus, only when I click on the Left Track component, will the track get focus… Even thought I didn’t manually assign the Right Track component a mesh, it now has one. I then give the Left Track component it’s Left socket, and POOF a second track will appear to the left of the previous track. Remove the left socket and the second track automatically dissapears.

There is some strange dependence between the two. I’ve already gone back to the code base prior to this particular lesson thinking that I did something wrong. But, even after carefully following the steps, I’ve ended up with the exact same behavior…

Also, I am NOT able to delete either track component from the blueprint… When I try I UE crashes and gives an error. It does not matter which track I try to delete… I’ve even tried to delete the entire tank at the top… I still get this error…

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 203] Renaming an object (TankTrack /Engine/Transient.World_6:PersistentLevel.Tank_BP_C_5.Right Track) on top of an existing object (TankTrack /Engine/Transient.World_6:PersistentLevel.Tank_BP_C_5.Right Track_REMOVED_E0FFAC6742503766BFC5F1B0F0AD9AAB) is not allowed

It almost seems as thought I’m forced to rebuild this entire blueprint from scratch which doesn’t sound like all that much fun being this far into all the lessons…

Any help will be GREATLY appreciated!!!

Thanks
Rick

Well I’m not sure what the cause of other issues you’ve described. However, with the components you can’t delete the only solution to that is to make an entirely new blueprint, sorry.

I was afraid of that… Could this have anything to do with the “Socket” problems that was talked about while setting up sockets?

No that was fixed in 4.13 if I recall correctly.

Thanks… I rebuilt my BP… I THINK I have it rebuilt properly. Hoping all goes well from here!

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