x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

[4.7.5] Multiplayer in editor input problems

After create a C++ project of the FPS Template, and then create gamemode, playerpawn, playercontroller but in BP and changed the default map gamemode and play this work, the input keys are in the controller and call funcs adn then the funs cast to other funcs in the character pawn. But at set to play with 2 players in the editor option, the game create 2 controllers and 2 characters, you can work fine with the host, but with the second player the inputs don't work, and if check the created pawn and controller of the seconds player miss the "PawnInputComponent0" in the pawn and the "PC_InputComponent0" in the controller of the second player.

Product Version: Not Selected
Tags:
more ▼

asked Apr 15 '15 at 11:12 AM in Bug Reports

avatar image

Hevedy
633 62 77 114

avatar image Ben Halliday STAFF Apr 15 '15 at 06:34 PM

Hi Hevedy,

I wasn't able to reproduce this in a new 4.7.5 project. Can you show us some screenshots of your BP setup for the pawn and controller, including the functions in the pawn that are called from the controller? Thanks!

avatar image Hevedy Apr 16 '15 at 08:23 AM
avatar image Ben Halliday STAFF Apr 16 '15 at 04:00 PM

Thanks! I set up a new C++ project from the FPS template, and created a new GameMode, PlayerController, and Character with the same setup, but I still have movement control in my Client. Can you reproduce this in a new project? If so, would you mind uploading it somewhere and sending me a download link so I can look into it from here? Thanks!

avatar image Hevedy Apr 16 '15 at 06:29 PM

If create new project in C++ of FPS and then add the pack of FPS BP to the game and change the default gamemode of the map, then the player0 got pawn and the second is spectator ?
A- I got added in my original project the FirstPersonBP and when play in multiplayer the projectiles are invisible for all players. (Playing in the default BP map) (But the C++ Template works)
B - I got other problem in the project, at check for debug in the BP in the combobox in the debug filter i got 3 controllers and 3 pawns (2-server and other client) is that normal ? (Controller_18 and 19 are servers and are in the world outliner list) but the 20 show as client and don't is in the list.
C- In the client i see me + the client have hud + umg like me and in the outliner only show one HUD created ???

I got this project created this week in the 4.7.5 https://dl.dropboxusercontent.com/u/28070491/UE/Forums/FOS2015Copy.7z the project with removed content but with the BP.

avatar image Hevedy Apr 20 '15 at 12:43 PM

News about this ?

avatar image Hevedy Apr 20 '15 at 06:57 PM

This now is broken with the 4.7.6 update and give a crash.

avatar image Ben Halliday STAFF Apr 20 '15 at 07:03 PM

Hey Hevedy,

I've forwarded your project to the network developers to see if they can figure out what's going on. I was able to reproduce the behavior you described in your project, but I can't see what specifically is different between yours and a new test project that functions as expected. I'll let you know as soon as I hear back from them.

I just tried your project in 4.7.6, however, and did not get a crash. At what point did it crash for you? Was it the editor, or a packaged game? Can you zip and attach the crash log for us? Thanks!

avatar image Hevedy Apr 20 '15 at 07:10 PM

I reported the crash throw the crash reporter.
If you use my files try to open like in the main problem, and you get a crash. (In editor with 2 players) Or use the FPS BP Template from 4.7.5 because now is different and you get the crash.

avatar image Ben Halliday STAFF Apr 20 '15 at 07:21 PM

The information in your crash log is different than what's reported in the Crash Reporter, so please zip and attach it here if possible. I can't look up your crash from Crash Reporter without the Epic ID or Machine ID, so if you can give me either of those (shown in the Crash Reporter dialogue) I can look that up as well.

So in 4.7.6 I'm not getting a crash with your project during PIE with 2 players, nor am I crashing with a new FPS BP template project in the same circumstances. Are you using the binary version through the Launcher, or built from source? If built from source, have you edited source code at all? It's possible you have a corrupted install that's causing the crash (which is separate from the initially reported problem). Any additional information will help us find what's causing the crash for you.

avatar image Hevedy Apr 20 '15 at 07:20 PM

Well i find other problem, i got a project created from the C++ FPS Template, and with a pack added the FPS BP Template, now is the map i set the gamemode of the BP and start the player 1 shoot balls like in the old BP and the player 2 shoot traces and move the boxes XD, what is that my friend ?

*And the character BP is setup like in the player 2.
*I see the player 1 is using the default pawn of the map no idea why.

avatar image Ben Halliday STAFF Apr 20 '15 at 07:24 PM

I'm not sure what you mean about "with a pack added the FPS BP template." Did you add something to the C++ project?

avatar image Hevedy Apr 20 '15 at 08:17 PM

The packs the "Add feature or content pack" that is the FPS BP Template added to the new FPS C++ Project.

Today no idea why the BP have changed and now the FPS Template don't shoot balls, and use traces, now i see the problem of my last comment, the engine use the pawn in the map as default to player 0 (in the C++ default FPS map) and for the player 2 use the pawn of the gamemode (using the gamemode of the BP)

avatar image Ben Halliday STAFF Apr 20 '15 at 08:37 PM

Can you give me a step-by-step guide to reproduce the crash with a new project, using screenshots? I can't understand what you're doing to get a crash. Thanks!

avatar image Hevedy Apr 20 '15 at 08:41 PM

In new project atm no idea how, but with my files: download, open and press play with 2 player , crash. The other of the last 2 comments its about why Epic have changed the BP in a secondary release X.X.x in the .6 ? Because my default BP for reference are changed.

*Sorry this crash by the 4.7.6 update, give me errors of cast between the controller, pawn, HUD & UMG with 2 players *I goint to open other thread to this.

My Report: https://dl.dropboxusercontent.com/u/28070491/UE/Forums/FOS2015-backup-2015.04.20-22.51.49.log Is there a way to send private files to us ?

avatar image Ben Halliday STAFF Apr 20 '15 at 09:00 PM

If you're getting the crash in a new project without using assets from your other project, please do open a new thread with as many details and reproduction steps as you can provide, and we'll take a look there. I still don't get a crash with your project or with a new project, so it's likely not involved with what you reported in the original post.

Blueprints didn't change in 4.7.6, so I think you may have a bad install. In your Launcher, go the the Library and select Verify on the 4.7.6 slot, then try again.

avatar image Hevedy Apr 20 '15 at 09:12 PM

Your default FPS Project in BP shoot projectiles or Traces ?
About the installation i got clear 4.7.5 installation from last week with old version removed.
The other thread https://answers.unrealengine.com/questions/215035/476-blueprints-cast-problems-multiplayer.html

avatar image Hevedy Apr 21 '15 at 11:26 AM

Well i fixed more or less this, in the controller add a "isValid" with a Delay of 0.1 to check the pawn before set in the var.
After this i can move the host and the client, but the PawnInputComponent0" & "PC_InputComponent0" are missing in client controller & pawn and after play 2min moving only the clients i got about 50.000 errors about problems at get the pawn and i no idea why because this work + now don't crash but i got other problem in the UMG now don't get the values correct.

*When i print values i got Server, Client 1 and Client -2 ?? Why -2, i got this set to 2 players Server & Client 1 are the same host by with the other player is -2 and no 2 and sometimes don't have -2 and have 1, the same of the host.
The client -2 is created by the UMG no idea why, i got now only one print in the characterpawn and report me from x2 Server/Client1 & Server/Client1 as differents.

Problems: https://dl.dropboxusercontent.com/u/28070491/UE/Forums/ErrorsList.png https://dl.dropboxusercontent.com/u/28070491/UE/Forums/WhatisThat.png Why are 3 characters ?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

You need to add a "isValid" check before set the pawn to the classes. , because the engien don't work as expected sometimes.
Play the multiplayer in a single process in the editor give rare and no logic errors, you need to play as listen in different process.

*But continuous the miss the "PawnInputComponent0" in the pawn and the "PC_InputComponent0" in the controller of the second player.

more ▼

answered Apr 21 '15 at 03:16 PM

avatar image

Hevedy
633 62 77 114

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question