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FNetGUIDCache::SupportsObject: class_Name, object_path NOT Supported.

I implemented Subobject replication like this:

 bool AARCharacter::ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags)
 {
     bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
 
     for (const UGISItemData* item : StructRep)
     {
         if (item)
         {
             WroteSomething |= Channel->ReplicateSubobject(const_cast<UGISItemData*>(item), *Bunch, *RepFlags);
         }
     }
 
     return WroteSomething;
 }

And then, for testing purposes:

 void AARCharacter::BeginPlay()
 {
     Super::BeginPlay();
     if (Role == ROLE_Authority)
     {
         UGISItemData* dmg = ConstructObject<UGISItemData>(UGISItemData::StaticClass(), this);
         StructRep.Add(dmg);
     }
 }

 void AARCharacter::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
 {
     Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 
     DOREPLIFETIME(AARCharacter, StructRep);
 
 }

And this is exact error:

 FNetGUIDCache::SupportsObject: GISItemData /Game/Maps/UEDPIE_1_Example_Map.Example_Map:PersistentLevel.MyCharacter_C_0.GISItemData_1 NOT Supported.

 Assertion failed: Object->IsSupportedForNetworking() [File:D:\Unreal\UnrealEngine-4.6\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 1402] 

UGISItemData, is in separate module (plugin), if that matter.

Product Version: Not Selected
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asked Nov 30 '14 at 05:15 PM in C++ Programming

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iniside
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2 answers: sort voted first

Fixed issues. To make it work, you must make UObject network supported, which means implementing these two functions:

 bool IsNameStableForNetworking() const override;

 bool IsSupportedForNetworking() const override
 {
     return true;
 }

At very least IsSupportedForNetworking() must return true. IsNameStableForNetworking() is useful, when objects are stable (means they are created upon construction time), not dynamically during gameplay.

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answered Nov 30 '14 at 05:38 PM

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iniside
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Hello there I'm currently having issues with this .

The object relevant is a procedurally generated object created on blueprint. How should I proceed to do this without C++? Is there a blueprint solution to this?

[2015.11.26-15.20.16:738][ 87]LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: StaticMeshComponent /Game/PC_Maps/Playtest1_RoadNetwork.Playtest1_RoadNetwork:PersistentLevel.CurbGenerator4.StaticMeshComponent_163 NOT Supported. [2015.11.26-15.20.16:769][ 89]LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!

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answered Nov 26 '15 at 03:23 PM

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Frozenfire
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