Actor scale not replicating

I am seeing an issues where i have a projectile spawned on the server, and it is replicating to the clients fine. However, the server (oddly enough) is no respecting the scale of a mesh for my bullet. I have the scale set to 0.3, and the clients it looks great, however the server’s versions of the bullets are at 1.0. I have seen on here that there have been some scaling replication issues. Is anyone else seeing this?

Hello,

There was a known issue in our system, UE-14509, but it was reported as fixed in 4.9. I have just performed a test, and was able to have the scale replicate properly.

Could you please provide the information from the Class Defaults panel of the blueprint that you are not seeing replicate scale properly? Specifically, ensure that you have Replicates and Replicate Movement set to True.

EDIT: re-uploaded pictures, didn’t seem to work…

Sure thing. i think i got everything you asked for.

This shows the my projectile with the replication settings:

My base projectile has a lovely pink mesh that has the scale set on it:

this is the end result after i hit the fire button. Note, i set my projectile movement to zero so the bullet would just float so you could see what i see.

If there is anything else i can provide to help, please let me know.

Hello,

I just wanted to let you know that I am currently investigating this issue, and that I will respond back with information as soon as I can.

Thank you for your patience.

Thank you for your help. If there is anything i can do to help let me know.

I am still unable to reproduce this issue, unfortunately. How are you running your server? I am using the Run Dedicated Server option in the editor and setting the number of players to 2. Doing this, I see the scale replicating as expected.

Interesting! When i do your setup, it works great. When i switch back the way i had it, i see the scaling issue. My setup the same as your, however, i have “New Editor Window” checked and Run as Dedicated server unchecked. Would love to know if you try it my way if you see what i am seeing.

I have tried this setup using the method you described, and I’m still seeing the cube I was using replicate its scale properly. I’m not sure exactly what we’re doing differently that is allowing my setup to work and that it causing yours to behave differently. Were there any other settings that you may have altered?

Hello,

I am marking this topic as resolved, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

understandable. I do think it is a bug, because it only happens when i have run as dedicated server off, but i cant tell you what exactly i am doing that is causing it. Thank you for your help and replies though!

I’m having the same problem in one of my projects, haven’t got any help to offer though, sorry. Just wanted to let you know that you are not alone.

I am having this same exact issue. Has anyone found a solution to this? I am on 4.15.

Hey Dhee9000,

I have given this a shot on my end, but I’m not seeing the same behavior. Could you provide me with a detailed list of steps I can use to reproduce this on my end?

I’m having the same problem.
I’m trying to display a bounding box mesh every time I press the trigger (on the Vive controller). This is the BP I’m using. The bounding box actor is set as “Replicates” and “Replicates Movement”.


But as you can see, the actor is only moved but its scale is not updated. On the left you see the Server view and on the right, the client view. I got the same results with using the SetActorScale3D node individually.

Tried this with 4.15 and 4.15.1, without a dedicated server.

Unfortunately, I’ve attempted to reproduce the issue on my end, but I’m not seeing the same results. I’ve called SetActorTransform on a key press and passed in a new value for Scale, and the Scale was set properly on both the server and client.

If you can provide a simplified test project that showcases the issue using SetActorTransform, I’d be glad to take a look. It’s possible that there’s something I’m overlooking.

I was just struggling with this problem and found my answer. For scaling, you also have to make sure that on your Mesh Component you set “Component Replicates”

I too am seeing this on Version: 4.22.3-7053642+++UE4+Release-4.22. I will try some more fixes that I have came across and get back on here and say whether or not it is fixed. but it did not happen until later in to the prototype. since it is a prototype we are not too concerned. but it did not occur till recently. it was very strange. not sure what caused it

wanted to drop in. we have tried many different things. in a different project same settings the issue does not exist