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Description
- 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
- create a Fixed Camera and a Fixed Camera Trigger actor
- select the Fixed Camera Trigger actor
- in the Details panel -> Fixed Camera Trigger Settings:
- select FixedCamera for Camera 1 (Orange Trigger)
- select None for Camera 2 (Blue Trigger)
- place the Fixed Camera Trigger actor in front of you
- PIE
- go straight through the Fixed Camera Trigger actor
- 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)
- if Camera 1 = None, Camera 2 = FixedCamera then it's vice versa
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)
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