Client disconnecting while PIE

While testing my game with 2 players from editor, I noticed that if I simulate network manipulation from console, my client will actually disconnect despite test being from editor. I am not sure whether or not this is a bug, or a built-in feature, but here is a video demonstrating what is going on: https://www…com/watch?v=0bHh_75vX4s&feature=youtu.be

As you can see, after using a lot of bandwidth on my client, he disconnects and appears in his own world by himself.

Hey Jamendxman3,

I tried reproducing this in Multiplayer Shootout in 4.8.2 by using console commands net pktlag=20 and net pktloss=85 on Client, but Client never disconnected. Are you able to reproduce this in Multiplayer Shootout consistently? What actions do you take on Client to get disconnect to occur? How long does it normally take?

I have not played multiplayer shootout, I am downloading it now. If you watched video, it only took me around 20 seconds to disconnect. only actions I took were to simulate network lag, and moved around in order to consume replication bandwidth. Upon further testing, it seems that when my client disconnects, client appears to re-spawn at default player location.

Hm, I still can’t reproduce this. I tried again in a new First Person template project. I added some landscape and ran around shooting for awhile on Client with same settings, and still no disconnect. If you’re able to reproduce this in a test project and upload that somewhere for me, that might be helpful. Thanks!

Here is a project in which I am encountering issue: Dropbox - Error - Simplify your life

Thanks for project! I can confirm I’m seeing same thing, but after talking with networking developers here, this is expected behavior. It’s expected that if you overflow buffer, your connection is so bad that you should be disconnected. Your options are to either bump RELIABLE_BUFFER up even higher, or not call so many reliable RPCs (I think in your case, aiming and firing weapon and those constant RPCs are what trigger overflow).

You could possibly add a warning threshold where it would call into game code if a client was approaching buffer limit, and then game code could adjust (stop calling so many RPCs, or pop a warning, or something). This would be an engine modification and it’s unlikely that we’ll be adding anything like that anytime soon, but you could do it if you’re interested in editing source code.

It’s highly unlikely that 85% pkt loss would ever happen under normal or even well below average conditions. 85% packet loss isn’t a realistic test case, and when you set it that high it’s basically forcing disconnect case. 3 - 5% is realistic, and 10-15% starts to get into extreme territory. It may be worth testing as high as 30% to test against crash scenarios, where you can probably reasonably expect connection to remain connected.

Hope that helps!

Alright, I see. Is there any way to access buffer via BP?

No, but I’ll check if there’s an .ini setting somewhere and let you know if I find anything.