A 1.6 bug

Forums 💬 NodeCanvas ⚙️ Support A 1.6 bug

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  • #19386
    lijingsama
    Participant

      This task work well in old version. But in 1.6, it’s OnExecute method be called infinity.

      #19394
      lijingsama
      Participant

        The grahp

        #19393
        lijingsama
        Participant

          I sure OnAnimationFinished has been called

          #19392
          lijingsama
          Participant

            I fixed it now.

            #19391
            lijingsama
            Participant

              I think the documentation should be refresh for 1.6 version.

              I saw, too many problem like this is waiting for me.

              #19390
              lijingsama
              Participant

                BTW, the Wait Until Finish property of Graph Owner Control is very helpful

                #19389
                Gavalakis
                Keymaster

                  Hello,

                  Indeed, the EndAction needs to be called within OnExecute or OnUpdate for now, like you figured out.
                  I know this is not as convenient as calling it anywhere you like, like before and will probably find a way to do that as well.

                  All these changes lately have been made to gain a lot of performance speed and it’s very hard to keep everything the same due to the core changes made.

                  I will definetely update the documentation for 1.6 as soon as there are no more issues due to the changes in 1.6.
                  Please let me know if you find anything at all and I will fix it immediately.

                  Thanks a lot!

                  #19388
                  tyler kirk
                  Participant

                    The underlying change does perpetuate the usage of bool switches and is difficult to work around. The technique we used to work with this is similar to the implementation above, but instead, we utilized external bools, and unset them after leaving the action. This seemed to be useful because the graph will display additional debug information.

                    One of the other engineers however, was pretty upset by the change because it defied logic. (The part where is loops around into itself is indeed strange.) But we managed to figure it out.

                    Glad to see an active community.

                    Thanks the very promising plugin, we can’t wait to see what’s next!

                    Best,
                    Tyler

                    #19387
                    Gavalakis
                    Keymaster

                      Hello Tyler,

                      I definetely agree with your other upset engineer. It’s not that convenient as it was prior to 1.6, but it was a sacrifice I opt to make for performance.
                      Probably that performance gain is less important than the convenience of calling EndAction anywhere.
                      So, because I also believe that convenience and expression are more important than performance in most cases, I will make sure that EndAction can be called anywhere like it was before for the next point version, hopefully keeping most performance gained due to the change.

                      Thanks for the elaboration on the subject!
                      Best regards,
                      Gavalakis

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