Closed WailedParsley36 closed 1 year ago
At a glance, traveling could de-link your node cmd link (see: https://github.com/getnamo/nodejs-ue4/blob/master/Source/NodeJs/Public/NodeComponent.h#L178 is an owned pointer on cmd, and each component generates a new cmd https://github.com/getnamo/nodejs-ue4/blob/master/Source/NodeJs/Private/NodeComponent.cpp#L30). Likely some refactor is needed to ensure node cmd link stays valid between traveling (e.g. link re-use via tag or something like it, or use static allocation like socket.io does).
This is a rough experimental plugin and I currently don't have any spare OS time to attend its fixes apart from pointing where they could be; someone else will need to peek and contribute fixes for stability.
Hi, I had try something similar. Change level by cheat mode. Even though I load same map. NodeJs won't work!
But if I destroy NodeJs Actor and wait for 5s to chang level. It works for me successfully. I guess socket thread can't be restart by itself. My project test vedio link
Add destroy and wait for 5s.
Note. Delay time lower 5s may be crashed.
I just ran into this problem and need help! I tried to modify the code, but with no effect. I was focusing on it over 8 hours and with still same result. On the first play, everything works fine, but after the first play it doesn't call the "OnScriptInit" function (Code below). If I restart Unreal it is the same as before. First play good and then bad. If I get a breakpoint in the function it starts working for every play, but the breakpoint must be there (I don't want that). I tried putting a delay and waiting 3 seconds for the node to initialize, but that didn't change anything.
I have a game mode in which I have this Node component:![image](https://user-images.githubusercontent.com/71410855/151242969-ed448f95-359d-40b6-b06b-0fd2ceba73d5.png)
Then in event "Component activated" I'm trying to bind events that are called in the firebase.js script.
Event graph:![image](https://user-images.githubusercontent.com/71410855/151243547-3490b127-279c-4d04-aa67-793a3fb0c81e.png)
Firebase.js:![image](https://user-images.githubusercontent.com/71410855/151243236-f4319f4c-5b3f-49f4-9ca8-b797287009b8.png)
Bind events func:![image](https://user-images.githubusercontent.com/71410855/151243352-22a77861-45ce-48dc-bdda-effba3951d0f.png)
OnScriptInit function (this doesn't get called by the ipc.emit() in the script as mentioned above):![image](https://user-images.githubusercontent.com/71410855/151243956-9713aa79-2bfe-4461-b6fa-97e573d08def.png)
InitializeFirebase func:![image](https://user-images.githubusercontent.com/71410855/151244059-652c0a18-5975-460a-bb8d-bf5b6f504b7c.png)
BP_PCreatorInstance travel function that register the refresh bool (this works fine):![image](https://user-images.githubusercontent.com/71410855/151244653-e1f59a92-533c-4fce-b4fe-2956c59f7fe0.png)
FIRST play after traveling to another level and refreshing:![image](https://user-images.githubusercontent.com/71410855/151313440-3a7894d7-acec-4507-abc3-322446245463.png)
BAD play after traveling to another level and refreshing:![image](https://user-images.githubusercontent.com/71410855/151245023-ce91711f-b3f2-402b-aea1-0780193bbc2e.png)