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    Player dies after 5 minutes

    Been trying to track this down for a while now. The player just "dies" after 5 minutes, which is consistently every 5 minutes, and I can't track down where this starts from so I can disable it. I said "dies" because the player/pawn doesn't actually die (as in their health remains at 100), such as the Dying state is never executed, etc., and all I could track so far through logging is that the pawn is being destroyed.

    Anyone have an idea where this could be starting from? At first I thought it was an idle thing (which become not true due to two things; wasn't logging and it will still happen if you run around for the 5 minutes), then I thought maybe it was a round timer (logging states and so on came up with nothing on that), and then I just went through a frenzy of logging to try and start tracking.

    If anyone could help out it would be greatly appreciated. I'm not extending UT, and I'm not sure what else to mention, so feel free to ask questions.

    #2
    Arg, it's not idle, round timer, time limit, or at least none of them spit out a log message. So far, all I can track is that the pawn is being destroyed. What makes this a pain to debug is because I have to wait 5 minutes just to see if a log is displayed or anything like that. May try using remote but I'm not exactly sure what I would be looking for.

    Is there anything that can show a list of functions being executed during run-time? I'll try the Stats Viewer.

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      #3
      if you don't post your player controller's code is a total guessing, how we will help you if we can't see your code ?

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        #4
        Because my player controller class is 1,507 lines and it's not anything in my player controller, lol. My guess is that it's probably something inherited from one of the parent classes, but I'm not sure yet. Was just hoping someone had this happening and already figured out why. It's consistently every 5 minutes.

        On a side-note, Stats Viewer/Gameplay Profiler came up with basically nothing. At least nothing I could track back to, so I guess I have no choice but to bombard my classes with logs until I find something.

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          #5
          Could you use WorldInfo.TimeDilation to reduce the testing cycle? Assuming it's not occurring in real-time, you could script dilation to advance forward and return to normal just before the event.

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            #6
            Good idea, Spoof. I'll do that today.

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              #7
              Was this ever solved?

              Originally posted by eternalcrisis View Post
              Good idea, Spoof. I'll do that today.

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