ishin4762 / ue4-realtime-delay

Delay can be executed without being affected by time dilation or pause
MIT License
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Error EXCEPTION_ACCESS_VIOLATION #1

Open hardwayy opened 3 days ago

hardwayy commented 3 days ago

I get a EXCEPTION_ACCESS_VIOLATION crash everytime I start my game, with the first line of code prompting to the plugin's folder.

hardwayy commented 3 days ago

I get a EXCEPTION_ACCESS_VIOLATION crash everytime I start my game, with the first line of code prompting to the plugin's folder. Screenshot 2024-07-04 145814

ishin4762 commented 3 days ago

@hardwayy Thank you for contacting! Which version of the Unreal Engine is causing the problem?

hardwayy commented 3 days ago

@hardwayy Thank you for contacting! Which version of the Unreal Engine is causing the problem?

Hello, it's 5.4

ishin4762 commented 1 day ago

@hardwayy Thank you for contacting! Which version of the Unreal Engine is causing the problem?

Hello, it's 5.4

Thank you very much.

I would like to receive additional information as I cannot reproduce the crash... From which class and from which event did you run the Realtime Delay node?

hardwayy commented 1 day ago

I have a simple cursor on a 90 degree slide that goes up and down to aim in my prototype of a 2d runner.

https://github.com/ishin4762/ue4-realtime-delay/assets/152190076/fb6ca762-8141-4a9b-972e-cf716eeb7b7d The movement of the cursor isn't actually done in the widget animation, I have a Blueprint Actor that calls both the slide and the cursor separately, and uses and arrow to move the cursor alongside the slide, since I can determine the direction of the cursor from there. I can't actually display the real method in action since it would crash as usual lol.

The realtime delay isn't used for that: when the player escapes just barely from an obstacle, it switches to a close-up camera and sets the global time dilation to 0.1- I use the realtime delay node to wait 2 seconds in real time and switch back to the normal camera and set the time dilation back to the normal one. immagine It's called from the player blueprint, which is an actor class. Thanks for replying by the way :)