Physics simulation issues on Standalone Dedicated Server
Branch: Source (git SHA: 69b5693, ~4.4)
System: 2013 Razer Blade: dxdiag.txt
I cannot drive a vehicle in a networked game running on a standalone dedicated server.
Video of the bug in action: http://youtu.be/Wv9WxX3LjgU?t=7s
In experimenting with building standalone dedicated server executables I came across a problem replicating vehicle movement (with my project). I suspected this was due to the nature of my project so I created a vehicle template project and built a standalone dedicated server in an attempt to isolate the issue. The same problem occurs: you cannot move your vehicle. It moves a little bit (due to client-side prediction, I suspect) but is then snapped back to its original location.
I've been digging through engine code to see if I can understand where this location correction would occur but I haven't figured it out yet. It's also entirely possible that I'm building my dedicated server executable incorrectly, since everything works just fine in PIE mode with a dedicated server. However, I did test my process with the third person character template and movement on a dedicated server works correctly. It is for this reason that I started digging into the WheeledVehicleMovementComponent, but I can't tell where there would be a difference between the PIE dedicated server and the standalone; both report their NetMode as NM_DedicatedServer .
Steps to Reproduce:
Thanks to a tip from user HateDread I was able to fix this!
The SkeletalMeshComponent.bEnablePhysicsOnDedicatedServer property was preventing physics simulations from running in a standalone dedicated server environment (where the
The solution was to set
I created a pull request (https://github.com/EpicGames/UnrealEngine/pull/454) to expose this property to Blueprints so content-only multiplayer vehicle games can run on a standalone dedicated server without having to subclass a C++ vehicle class.
I probably never would have figured this out if HateDread didn't mention it in IRC.
answered Sep 19 '14 at 05:38 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here