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"

Attachment not replicating relative transform properly

Hello! I'm having an issue in Blueprints, where I have an object that is made up of many different components. All of these different components are attached to the root component.

I have set it up so that I can pick up this object, and it attaches the root to my character which works fine over the network. However, when I attach the object to another object (something I click on while I'm carrying it) it attaches, but stops replicating it's relative location and relative rotation.

So, when I first place it, the client has the same location and rotation for the placed object as the server does. However, if I then touch the object it is attached to (which is a physics-enabled object), it loses all of those settings and behaves as if it was just attached to the root object with no location or rotation offset. When I print out the relative location and rotation for the server and the client, the client sees a different value than the server does.

I don't know how to fix this. It's occurring on the root component, which is not set to replicate, however the log that owns the component IS set to replicate. If I tell the root component to replicate itself, I end up getting crashes at numerous different points. So... what? Is there anyone out there who knows how to deal with an object that won't replicate it's location and rotation properly? All actors involved are set to replicate movement.

Product Version: UE 4.8
more ▼

asked Jul 26 '15 at 07:27 AM in Blueprint Scripting

avatar image

71 7 12 18

avatar image HungryDoodles Jul 26 '15 at 06:18 PM

Maybe server should control reattachment? Usually, what server does with replicated objects is replicated between clients correctly. For client it's not; client only recieves info about offset. If you change parent of component on client, attachment will not change on server and states will be different. Just send RPC to the server for it to change attachment of component 'A' to component 'B'.

avatar image DylanBrady Jul 27 '15 at 05:57 AM

Thanks for the reply! Sorry, I should have pointed this out in my original post. I only attach the object on the server, the client doesn't get told to do anything - this is how I've been handling my attachments and up until now it's been working fine, which is part of the reason why I'm confused it's happening with this issue.

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

0 answers: sort voted first
Be the first one to answer this question
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