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"Alternatively, clients can spawn their own local, non-replicating components."

So I am trying to spawn a custom component on locally controlled pawn of remote client only.

The first error is something like

 LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: XXX  ... XXX NOT Supported.

Googling led me to solve that by adding the following methods to my custom component

 virtual bool IsNameStableForNetworking() const override
 {
     return true;
 }

 virtual bool IsSupportedForNetworking() const override
 {
     return true;
 }

Now my client disconnects from the listen server with the following warning and error

 LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: XXX ...
 LogNetTraffic:Error: ReadContentBlockHeader: Client attempted to create sub-object. Actor: Player_C_1

This says "Alternatively, clients can spawn their own local, non-replicating components." Does anyone have a simple working example or experience of actually doing this?

Product Version: UE 4.8
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asked Jun 30 '15 at 03:37 AM in C++ Programming

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unrealio
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