4.14.3 Loss of Player Control in Packaged Game

So let’s throw this out there: Networked Game, OSS Steam. Players connected just fine. But neither host or players could control player pawns upon spawning.

Works just fine in editor though as seen in this GIF: https://i.gyazo.com/thumb/1200/_581f43ab75e0e4bfc0bd7bfaaa1a85d3-gif.gif

So what gives? We just did a networked packaged game in 4.13.2, so we know what we’re doing in regards to session creation/hosting/finding, etc and replication. So, I am not 100% convinced this is a networking issue, but no idea what else it could be other than some strange bug in packaging in 4.14.3.

Hey Victor,

That seems strange, and the only slightly related issue that I’m aware of is the following: https://jira.it.epicgames/browse/UE-39087?filter=-2
But I’m not convinced that’s the issue you’re running into because that happened in PIE as well.

Have you been able to reproduce this behavior in a clean project? Could you provide a simplified set of steps that I can use on my end to get this behavior to occur?

I’ve packaged and tested my networking project as a way to reproduce this but it doesn’t seem to experience the same issue.

The problem was actually a combination of two things. One was a “logical bug”, we had a few UMG calls in different places, and the very last one to draw did not end with a Game Focus. So that was our bad and “fixed” the issue in Packaging (it was already working before in Editor without this fix).

The REAL problem is that it worked regardless of that in Editor, which screwed us up when trying to debug this. It isn’t the first time that such a crazy difference between Editor and Packaging has happened, but literally, Editor Previews should faithfully represent packaging builds.

So basically, since we thought it was working the whole time in editor, we assumed it was some crazy 4.14.3 bug (which probably could be, or a long-standing issue between Editor and Packaged Builds). Since this was a BP logic error, I am trying to understand what the differences between the compilers are in Editor versus Packaged. (We packaged in Dev and Shipping, 32/64, Windows)

Such a drastic difference can literally cost devs hours of lost productivity and frustration. Obviously had it not been working at all in Editor, I would have figured out the cause of the issue right away, but thinking that I was good to go that whole time, kind of screwed me a few hours.

TL;DR: You have some crazy differences in how stuff is compiling in Editor and Packaged, so much that logic errors can be fine in Editor, but then show up in Packaged. Either that, or there is definitely a bug with Set Input Game/UI and/or GameFocus.

Hello

Without knowing more about the exact issue that you were experiencing it is hard to tell if this would have been an expected result. There are certain difference that are inherent of the two modes of play. A couple of such differences are are Frame Rate and the Order in which objects are initialized (the order of which is not guaranteed and can vary depending on PIE vs Package). One such issue that might be run into when dealing with input would be the Viewport Properties under the input section of project settings. If you check “Capture Mouse on launch” to true the mouse will be captured at the start of the game if you are running it outside of PIE.

Could you provide more information on what exactly it was that you made a change to that fixed the issue that you are referring to? This will help narrow down what issue it is exactly that you are experiencing.

I have 4.14.3 and i compile a dedicated server and if i join the game from standalone option in editor everything is fine. The second i join with a packaged version of the game i cant control anything. If im lucky i can move some UMG elements around but the mouse is NEVER shown and 0 keyboard input is taken.

— EDIT —

Turns out the ui only mode was persisting across the level switch, added a check and returned control and all is well.

The “fix” was “Set Input Game Mode Only” in our HUD Class. (We had created a UMG widget in there and set it to viewport) But again, without this it works in Editor, but not in Packaged. So… I suppose it’s a question on how/when HUD class gets created/compiled?

As Sean stated above, if you can reproduce this issue in a clean project I would be happy to take a closer look at the issue so as to determine weather or not this by design. If so, could you provide a detailed list of steps to reproduce this issue on our end?

Hello

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,