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 Dev team can see 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 amount of meshes that are replicated via server?
  • I have heard this is a bug in Engine, will it be fixed any time soon?

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

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

  • However will that massively impact performance?

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

Hi Nemecys,

This crash has already been reported here:

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

Depending on 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 actors, you won’t need to replicate them at all (so long as they exist on Server on load, 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 desired conditions so there aren’t so many all at once.

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

Thank you so much for your reply,

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

Thank you for your swift response :slight_smile: