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No owning connection for actor

Hello Everybody,

I am trying to add simple jet pack like functionality to the ShooterGame example found on the Unreal Engine Launcher Learn tab. I ultimately want to use this functionality to create a game called "The Afflicted", but I have run into a problem. I have created a child of the ShooterCharacter class and a child of the ShooterGameMode class. My solution builds and launches the editor fine, but when ever I run the editor I get the error message in the Output below and the game character becomes unresponsive to input.

 LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connection for actor PlayerPawn_Afflicted_C_3. Function ServerSetJetting will not be processed.

alt text

The source code for my character and gamemode can be found here. I haven't changed any other files in the ShooterGame project.

Does anyone know what is causing this error? I am fairly new to the networking side of the Unreal Engine so it may be something simple.

Any help is much appreciated,

Farshooter

Product Version: UE 4.9
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asked Sep 18 '15 at 10:31 PM in C++ Programming

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BitBoy92
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avatar image BitBoy92 Sep 21 '15 at 06:06 PM

From reading this connection ownership is important to RPC's like the one mentioned in the error because they tell them which client to run on.

My question is: How and where are those connections made?

avatar image BitBoy92 Sep 25 '15 at 03:20 PM

For those who are interested, a forum post has been made on this subject and can be found here.

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2 answers: sort voted first

This may not be the sole cause of the warning, but typically I see this warning when I do the following:

  1. Spawn a pawn

  2. Replicate properties from client to server in BeginPlay or Tick (or some other early/recurring function)

  3. Pawn possessed

I'm usually able to resolve it by preventing any of those RPCs from executing by checking if IsLocallyControlled() is true.

I hope that helps!

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answered Nov 07 '16 at 07:39 AM

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piinecone
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Hi,

I had the same issue and I was able to fix it, just by setting all the properties that were passed into my function as "Replicated".

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answered Sep 26 '17 at 07:18 PM

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Mykhaylo
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