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