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**UE 5.1.1 CRASH** - Fixed Camera Trigger #2

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Saedelaere opened this issue Apr 24, 2023 · 0 comments
Open

**UE 5.1.1 CRASH** - Fixed Camera Trigger #2

Saedelaere opened this issue Apr 24, 2023 · 0 comments

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@Saedelaere
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Saedelaere commented Apr 24, 2023

  • UE crashes if only one of the collision boxes (blue or orange) has a selected camera (1 or 2), the other has none / is unselected

Expected Behavior

  • I can use only of the collision boxes as a camera trigger, the other is not active

Current Behavior

  • UE 5.1.1 crashes

Possible Solution

  • add the same camera actor to the other collision box

Steps to Reproduce

  1. create a Fixed Camera and a Fixed Camera Trigger actor
  2. select the Fixed Camera Trigger actor
  3. in the Details panel -> Fixed Camera Trigger Settings:
    • select FixedCamera for Camera 1 (Orange Trigger)
    • select None for Camera 2 (Blue Trigger)
  4. place the Fixed Camera Trigger actor in front of you
  5. PIE
  6. go straight through the Fixed Camera Trigger actor
  7. it should crash
    • if Camera 1 = None, Camera 2 = FixedCamera then it's vice versa
      (the orange collision box will creating the crash if you come from the other side)

Context (Environment)

  • installed via Epic Games Launcher app
  • Unreal Engine 5.1.1
  • no other plugins are active
  • Windows 11 Pro (22H2)

Detailed Description

  • This is my first GitHub issue ticket. I hope everything is understandable.
  • I've only been using the plugin for a short time and would like to familiarize myself with the different functions.
  • Therefore, I'm still experimenting and testing how stable the plugin can be used to possibly use it more often.
  • Unfortunately, UE often crashes as a result.
  • This isn't the only bug I've noticed (modifying splines for the Fixed Camera Path actor can be dangerous)
  • I find the plugin great so far and would like to continue using it. That's why I'm reporting this unexpected behavior.
  • Thanks for your great work!

Possible Implementation

  • fix the unexspected behavior (if this is a bug) or
  • add a comment in the FIXED CAMERA TRIGGER section of the manual about the current behavior
  • "...you must assign a camera to be activated depending on the last box collider
    with which the character has finished its overlapping.
    " is maybe not clear enough (if this behavior is meant by it)

Pictures

FixedCameraSystem_TRIGGER_BUG_SETUP
FixedCameraSystem_TRIGGER_BUG_SETUP2

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