Mesh resets rotation on itself when respawning in standalone
I had an issue earlier with my multiplayer game, in my character inherited bps, the issue was every time i reopened my project, some of the my inherited characters either had their mesh rotation reset to 0 ( i have them set to -90) and/or the collision preset was reset from ragdoll to character mesh. This issue was fixed when migrating to 4.17.
However, now i'm getting a strange bug: 4/66 rounds ( rounds meaning the game restarts and players join the level again through console command servertravel) the host players mesh rotation is reset on the clients screen, but everything is fine on the host screen.
I'm wondering if this new bug (if it even is a engine bug) is related to the issue i was having before. The tests i was doing was in the packaged project using 2 computers. I realized this will be pretty hard to reproduce, the game logic in my game is based off the multiplayer tutorial example made in 4.10.4. This tutorial: https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ/abmzWUWxy1U/
Any help would be appreciated, thank you in advance.
asked Aug 11 '17 at 12:54 PM in Bug Reports
So far, based on the tests we conducted today, we played around 200 rounds and we weren't able to see the bug again after I changed a couple things. We are using 8 child class characters that inherit from the parent class, earlier I had it setup so the parent classes transform Z rotation was set to -90. I changed it so the that everything is set to 0, and (in the parent bp's eventgraph) on event begin play I set the meshes relative rotations z value to be -90.
A relatively simple fix, I'm still kinda skeptical that we wont run into the issue again, but so far it seems to fix the issue.
answered Aug 15 '17 at 05:08 PM
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