x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Physics issue - Invisible actor instance

Hi everyone, im having a strange issue that is making me feel just mad. Im making a side scrolling fighting game that runs in a dedicated server. I put to the characters one animation of a kick, attaching to the leg a couple of colliders. Then I put an sphere in the middle of the level as a physic actor to be kicked.

The problem is that when I kick the sphere it goes away perfectly as a physic actor should. The problem is that after my character kick the sphere and this sphere goes away, still are a some invisible instance of the sphere or of the collider of it, that is colliding when I try to pass throw it. Seems like Im kicking just the mesh, and the collider is still in the same place. Or other thought, is that im only kicking a client instance of the sphere, and is still remaining a server invisible instance of this sphere that makes me collide.

Any thoughts?

Thanks a lot :)

Product Version: Not Selected
Tags:
more ▼

asked Sep 01 '14 at 09:47 AM in Using UE4

avatar image

Davixe
184 18 21 34

avatar image [Epic]Ori Cohen STAFF Sep 02 '14 at 05:22 PM

Hi,

If you run this locally I assume it all just works? Does the sphere have replication turned on?

avatar image Davixe Sep 03 '14 at 11:34 AM

Locally works perfectly, the problem is: the sphere is only kicked on the client side, and I can't replicate the same movement to the server.

I can move the sphere with the capsule component of my character equal in both sides I guess that is for the Replicated Movement option, but with the kick seems to be impossible. I'm trying to set manually the position of the sphere, but I cant replicate sphere/client location to the sphere/server location. By the way, I have al replication options enabled.

Some screenshots of what im working around in the sphere blueprint:

alt text

captura3.jpg (65.1 kB)
avatar image Davixe Sep 03 '14 at 11:35 AM

alt text

captura.jpg (65.1 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I have the answer! Seems that Skeletal Mesh wasn't animated at the dedicated server side, thats why my collider attached to the foot bone never change the location, and never makes any collision at the server side. This issue is solved just setting the "Mesh Component Update Flag" to "Always Tick Pose and Refresh Bones" in the Mesh options of your character. By the way, I get the answer thanks to this post: https://answers.unrealengine.com/questions/49935/does-animmontage-play-on-a-dedicated-server-for-th.html

more ▼

answered Sep 06 '14 at 06:03 PM

avatar image

Davixe
184 18 21 34

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question