AutoReceiveInput with player indices is not intended for multiplayer games but for local (and splitscreen) games only. Meaning the described repro case is not a bug, but a mix of features that should not be used together.
AutoReceiveInput get incorrect controller (previous controller on previous level) on the Listen server at SeamlessTravel.
In the process of SeamlessTravel, player controller is changed for new level, and push this controller to World by AddController().
At the Server, server keeps previous player controllers until clients proceeding travel and re-login. So it keeps previous controllers on top of array.
On the previous level:
Array[0] = PrevController_1 (Local)
Array[1] = PrevController_2
Started Travel
Array[0] = PrevController_2
Array[1] = NextController_1 (Local)
After remote players logged in
Array[0] = NextController_1 (local)
Array[1] = NextController_2
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
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I am not able to find world outliner how to enable it?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25642 in the post.
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Affects Versions | 4.9 |
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Created | Jan 19, 2016 |
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Resolved | May 6, 2016 |
Updated | Jul 14, 2021 |