4.3.1 newly created geometry spams log with LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject:

-EDIT: This seems to go away after saving the project and relaunching the editor, but will come back if you create a new brush and do it all over again.

Hello, I’ve run into an odd issue. Seems to only happen if you have the editor run more than one client. If you create a new bsp brush and have both characters spawn on it, it will start spamming the console with a message similar to this:
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: ModelComponent /Game/Maps/UEDPIE_2_Example_Map.Example_Map:PersistentLevel.ModelComponent_131 NOT Supported.

I have recreated this in a new project based on third person blueprint.
Steps to recreate:

  1. Make a new third person blueprint project.
  2. Move the original floor to the side.
  3. Create a new box brush under the player start.
  4. Set clients to 2 and press play.
    When the pawns spawn and land on the brush it will start filling the log with warning spam.

Doesn’t seem to affect much but makes it annoying to try to watch the log for messages.
If you convert it to a static mesh the warnings go away but the lighting is still all wonky on converted meshes. So I don’t use them for prototyping.

Hi ,

Can you elaborate on the lighting issue specifically? Does this occur with only one as well as with multiple clients? Can you post your dxdiag so we can have a look at what might be occurring? Thank you!

Unfortunately this is just a limitation of the system’s algorithm for BSP brushes. They are less than ideal for creating proper UV channels and a 3D modelling program is recommended. The system in place is more of a workaround system or a placeholder for more serious UV work that can be done through a program such as 3DS Max or Maya and is not intended to be a permanent solution.

Hi ,

The lighting issue happens on all clients and is just an issue with the convert to static shape process it just gives poor and sometimes unexpected results with the auto generated UV maps and light map settings. Things like this happen:

In the end, most just say create the mesh or UV maps in a 3D program to get them to light correctly. They look fine until you build the lighting then it just looks silly. So Convert to static mesh doesn’t really seem like a valuable option for even basic shapes and I’m not an artist by any stretch, it would be nice to just get basic light mapping that looks ok for prototyping etc, it’s just the reason I don’t like using static meshes converted from geometry in game.

If this is something you want to look into further I’d be happy to make another post including the requested dxdiag and any other info you would like to try to track it down. But the main issue this thread was created about was the odd new warning spam with geometry and would like the lighting issue if we figure it out to have a more search friendly topic.

It may be something i’m doing, but others have had issues with it.

Thanks!
link text

Right, I have accepted that, but the log spam that I made the post about is something I’ve never had before with just bsp brushes and what I made the post about.

HI ,

I did some more digging and it turns out this warning is effectively just letting you , now that you are, in fact, standing on a bsp, which is not generally good for a final product. As you mentioned it won’t hurt anything and it is intended functionality.