Network Vehicle Bug when switching between Vehicle client's level reset to default map in 4.2.1

Hi, here how you can reproduce bug

  1. Create New Blueprint Vehicle Project
  2. Drop 1 Sedan blueprint in level
  3. Make a new PlayerController Blueprint and set it to default player controller in World Setting
  4. Set Target is Sedan in level and Default is Default Pawn.

  1. Make a server event to tell server to switch between Default and Target when pressed F

  1. Set PIE to 1 client and Dedicated Server and Play.
  2. In beginning move little bit, then press F to switch control to a other Sedan, this work as supposed.
  3. Press F again to switch back to Default Pawn, you will see client level set will be reset to Default Map.
  4. After that one time it work like it’s supposed to be.
  5. NOTE: it only happen when i set all 4 wheels of VehicleMovement component.

Hey ,

I set up a project with settings as you’ve described, and I am seeing a similar issue. When I hit Play, then move default sedan forward, then hit F, it switches to other sedan for 1 second and then switches back to default pawn in its starting position.

I’m checking in with our developers to see if there’s something we’ve missed, and if not we’ll make sure to open a bug report for issue. Thanks for report!

Thank you, hope this gonna fix soon or there some work around ^^ Kind of need my vehicle working.

I’m still waiting to hear back from developers on this. If you don’t mind, I’d like to leave this post as unresolved so I can keep track of it better until then. Thanks!

Hi ,

It appears problem is that when you switch possession to new vehicle, old vehicle wheels continue to send RPC’s to server. This is because wheels incorrectly (this is bug) think they are still possessed by original player controller.

Because of log spam generated, server disconnects client, and you are now a listen server, and no longer connected to a server (this is why it now works second time).

I’m looking into a fix now, and hopefully this will be fixed soon.

Quick follow up, a fix for this has gone in, and should hopefully be in next release.

Awesome, thank a lot.

To be clear, this fix is this already in 4.4 or it’ll be on 4.5 ?

It’ll be 4.5, as we had already locked down on 4.4 when this fix went in.