x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Bug: Server replicates the movement of attached actors when it should not.

I want to change the local transform of an attached object independently on the server and on the client, but replication kicks in when the object is attached (replicate movement is off on every actor in game) and moves this actor based on the server transform. Is this intended? Any way to disable movement replication? I can provide videos and project files if needed. This also happens in a packaged project.

alt text

Edit: Here is a video from Client POV. The gun actor is moving on server form the start but after a 10 second delay (when I attach the Object) it starts to also move on client. https://www.youtube.com/watch?v=_ItVT39So2M

Product Version: UE 4.12
Tags:
more ▼

asked Aug 15 '16 at 12:37 PM in Bug Reports

avatar image

UE4Hobbyist
21 1 3 9

avatar image ImVawx ♦♦ STAFF Aug 15 '16 at 02:28 PM

Hey UE4Hobbyist,

What is the overall goal with the attachment? Is the client and the server supposed to attach the weapon, or only the server?

avatar image UE4Hobbyist Aug 15 '16 at 04:16 PM

Each Vive controller is a separate actor. On this actor I attach objects the player wants to pick, like guns and grenades. I do this attachment both on server and client. Up to this point I have no problems. Some rifles can be two handed and I set their rotation based on the location of the second controller (I only attach the weapon on one controller). I do this locally on every client and server to avoid latency but the server tries to replicate its transform to clients resulting in additional movements and jitters.

avatar image ImVawx ♦♦ STAFF Aug 15 '16 at 04:23 PM

I see. Well the Multicast event is going to be called on all clients and the server, which may result in the issue you are having.

You could try making a Server event that loops through all of the characters in the scene, with get all of class node, then calls a "Run on Owning Client" event on each of the characters. This way you can force the server to tell all the clients to do one thing without the server doing the same.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Thanks for your response. I could not find why the server starts replicating attached actors, but as a work around I now change the transform of components inside the actor instead of changing the transform of the actor.

more ▼

answered Aug 15 '16 at 10:13 PM

avatar image

UE4Hobbyist
21 1 3 9

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question