First question: Why does ben not call Super::BeginPlay()
?
Second: Does anyone else get extremely strange behavior when overriding UTankTrack::BeginPlay
? When I tried this, my Tank Tracks started doing the following on every successful compile:
- Losing their static mesh (set to None)
- Losing their physics material (set to None)
- “Simulation triggers hit events” becoming un-set
- Stopped ticking
- Stopped existing (one of the tracks could not be found by any blueprint references, but the other could)
I tried multiple times removing the tracks and re-adding them in the tank blueprint, but the above kept occurring. What finally worked was to roll back to the previous commit, not override BeginPlay
, and put the OnComponentHit.AddDynamic()
in the TankTrack::TrankTrack
constructor instead. Is there anything wrong with doing it this way? As far as I can see, the event delegate binding is all local to the PrimitiveComponent
class TankTrack
derives from, so I can’t see why this binding needs to go in BeginPlay
to begin with, as opposed to the constructor.