Replication issue of actors placed in "always loaded" sublevels when seamless travel is enabled
Replication issue of actors placed in "always loaded" sublevels when seamless travel is enabled.
Should replication work in the same way regardless the travel mode chosen? (Seamless or not)
We create a blueprint project.
We create two actors that replicate. One of the actors is placed in a sub level.
We travel from the level “lobby” to the “level_1”.
We expect to see the two cubes increase in their height (listening server and client side).
What we observe is that the cube placed in the sublevel is not properly replicating on the client.
(Debugging the engine code we notice that UNetDriver::IsLevelInitializedForActor() keeps returning false even when the actor is shown in the client.)
Steps to reproduce the issue:
The replication issue is present on Win64(8.1). Engine version 4.9.2/4.10.0
The issue also occurs if a C++ template project is used.
The issue does not occur if the game is started from that level_1. (It only happens after travelling)
The replication seems to work again if the client issue a reconnect command after that the seamless travel is finished. (But that is what we are trying to avoid using the seamless travel)
asked Dec 04 '15 at 12:21 PM in Bug Reports
Thanks for the report! I was able to reproduce this issue in 4.10.1 as well as our internal build, so I've created a bug report for the developers to consider (UE-24280). I'll post here if I see any updates on it. Thanks!
answered Dec 09 '15 at 06:42 PM
I've done some research into this as we were having this problem with our game:
The reason this is happening is that when we are seamless traveling from one map to another, the client is loading the map faster than the server. We had this by restarting a simple map with the client already connected to it and seamless travelling to it.
Every time we replicate an actor from the server to a client connection we check if
The RPC that updates the server
The simplest workaround is to either move all your replicated actors to your persistent level, or you could set your levels to load via
P.S. There is also a memory leak with the variable
answered Feb 25 '19 at 12:21 PM
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