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Static Mesh Replicate Bug - Crash Net Driver

Hey,

Below is a serious error I have been having when setting "Static Mesh Replicate" to true on meshes set to movable and Physics active.

I will apply this hastag to all future error reports so that the Dev team can see the list of errors more easily (remove quotes)

" #PH2015ERR "

Hopefully that is unique enough...

  • Can anyone tell me why this is?

  • If there is a limitation or a way round the amount of meshes that are replicated via the server?

  • I have heard this is a bug in the Engine, will it be fixed any time soon?

The reason I ask is because this feature is integral to the mechanics of our game, we can't have people seeing and hitting and interacting with objects that aren't the same on everyone else's screen.

I've been told converting them to Blueprints may be the only CURRENT fix;

  • However will that massively impact the performance?


Error Image


UE4Editor_Engine!SortInternal >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\templates\sorting.h:108] UE4Editor_Engine!UNetDriver::ServerReplicateActors() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\networkdriver.cpp:2336] UE4Editor_Engine!UNetDriver::TickFlush() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\networkdriver.cpp:163] UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772] UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809] UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1288] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1347] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll

Product Version: UE 4.10
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asked Dec 17 '15 at 08:21 PM in Bug Reports

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Nemecys
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Hi Nemecys,

This crash has already been reported here:

https://answers.unrealengine.com/questions/227716/performance-optimization-causes-serverreplicateact.html

At this time, there has not been any update on the bug report. The only information we can gather thusfar is that it seems to happen with 10 or more static mesh actors, though that may only be the limit if they're within a small area. The problem can be worked around by using Blueprints with the static meshes as components.

Depending on the number and complexity of actors/collision you're talking about, it could affect performance, but it would need to be quite a large number. Of course, if there's no reason to replicate movement on the actors, you won't need to replicate them at all (so long as they exist on the Server on load, the map is loaded on all Clients as well). If you DO need them to replicate movement but not be Blueprints, you could potentially use an external BP to set them to replicate under the desired conditions so there aren't so many all at once.

We'll update the linked post with any updates as the bug is addressed. Thank you.

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answered Dec 17 '15 at 08:36 PM

avatar image Nemecys Dec 17 '15 at 11:31 PM

Thank you so much for your reply,

I'm still getting use to the networking features, but the blueprint work around was very useful.

Thank you for your swift response :)

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