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Actor deleted/respawned on client with no reason.


I get a very strange behavior on my networked game.

When moving my main actors on the server, they get deleted on the client (only) and respawned when moving back toward the origin.

On the server everything is going well, the pb occurs only on the clients.

The deletion seems to happen a few seconds after the actor is moved at a bad place, so i makes me think of some garbage collection gone mad.

It happens not to far away from the origin (all coordinates less than 20 000), so not a big numbers problem here.

The problem shows in PIE as well as in the packaged game (tested with server and client being on two different computers).

I made a short video showing the problem:


I posted this in the bugs section because i can't see any reason why the client would take the decision to remove an actor by itself.

Any idea of the reason of this behavior ?



Product Version: UE 4.18
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asked Jan 07 '18 at 08:08 PM in Bug Reports

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avatar image uced Mar 16 '18 at 06:07 AM

Hi, this is still happening and is very penalizing as it limits the playable area with clients.

Any idea ?



avatar image ambientenergy Oct 18 '18 at 08:17 PM

I've seen this as well with a replicated actor. When I have the actor stop moving after about 3 seconds the client's actor gets deleted. This appears to happen when the actor is no longer relevant. Try setting bAlwaysRelevant=true in c++ or checking the always relevant checkbox on the actor in blueprint.

avatar image uced Oct 21 '18 at 10:44 AM


Thanks, it seems that since 4.20 this is no longer enough.

I also had to max NetCullDistanceSquared.



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