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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.


Product Version: UE 4.17
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asked Aug 11 '17 at 12:54 PM in Bug Reports

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avatar image Samuelb Aug 11 '17 at 01:42 PM

Ok so it just happend in editor see the picture:

alt text

Behold my paint skills! this is the issue that occurs, this is the first time it happened in editor mode after pressing play.

I checked all the characters mesh rotations and they where all set correctly.

avatar image Samuelb Aug 12 '17 at 10:07 AM

Has anyone experienced something similar?

avatar image Samuelb Aug 15 '17 at 11:10 AM

Would be really nice to get some info regarding this.. I've moved to manually setting the rotation on event begin play instead of setting it in the parent transform, still uncertain if this fixes the issue..

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2 answers: sort voted first

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.


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answered Aug 15 '17 at 05:08 PM

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Is it only your mesh that is off? While your capsule and whatnot is replicating correctly? That is what is happening in bug UE-45947 as you commented there. I'm putting this here for others in case they stumble on this first.

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answered Aug 15 '17 at 03:54 PM

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avatar image Samuelb Aug 15 '17 at 04:58 PM

Hey thanks for answering, yes its only the mesh that was off as shown in the picture above, there seems to be no issue with the capsule etc replication. I think I've fixed the issue myself earlier today, but forgot to confirm the answer. Thanks for taking the time to read my question anyways. =)


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