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Regression: Respawned inventory may become hovering if it's being touched by a player

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.

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Masterkent
OldUnreal Member
Posts: 1460
Joined: Fri Apr 05, 2013 12:41 pm

Regression: Respawned inventory may become hovering if it's being touched by a player

Post by Masterkent »



This bug was introduced in 227 patch (226b has no such trouble) and is caused by added SetLocation call in function Engine.Inventory.Pickup.CheckTouching:

Code: Select all

	// Make sure no pawn already touching (while touch was disabled in sleep).
	function CheckTouching()
	{
		local Pawn P;

		SetLocation(Location); // Update touchlist
		bSleepTouch = false;
		foreach TouchingActors(Class'Pawn',P)
			Touch(P);
	}
If updating the list of touching actors makes sense here, it should be done without location adjustments due to collision with the world geometry.
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.:..:
OldUnreal Member
Posts: 1610
Joined: Tue Aug 16, 2005 4:35 am

Re: Regression: Respawned inventory may become hovering if it's being touched by a player

Post by .:..: »

Yes I see now, Epic originally made a mistake with the code where they forgot parenthesis around an OR statement so it ended up with: if ('checking encroachment/fit' AND bCollideWorld) OR 'bCollideWhenPlacing' then adjust position, then as I corrected that, it became as most likely intended: 'if checking encroachment/fit' AND (bCollideWorld OR bCollideWhenPlacing) then adjust position...
But eh I'll just remove the bCollideWorld check from the equation so it behaves like old version.
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