They should guard against performing cosmetic operations on the server. These errors are helpful to catch scenarios like this, where you're doing extra (wasted) operations on the server.
If a component class returns 'false' for NeedsLoadForServer(), then variables will not be included in the class in a cooked/packaged dedicated server build, and thus any variable references in script will result in 'Access None' warnings at runtime.
Perhaps as a fix we just suppress the log spam when NeedsLoadForServer() is 'false' for the component class?
I'm guessing the same might hold true when NeedsLoadForClient() returns 'false' in a packaged client build.
Suggested workaround I gave on UDN for now is to add:
[Kismet]
bCanSuppressAccessViolation=true
to the DefaultEngine.ini, and then cook/package with that in place.
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to capture a screen Use CineCameraComponent without SceneComponent2d
How to have a sound cue follow a PlayerController along a spline?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30540 in the post.
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Component | UE - Gameplay - Components |
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Created | May 10, 2016 |
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Resolved | May 10, 2016 |
Updated | Jul 14, 2021 |