This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
When game is built with Nativize Blueprint and the client who is connected to a host tries to server travel along with the host, a assert is hit.
[/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [OnlineSubsystem] DefaultPlatformService=Steam [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=480 [/Script/OnlineSubsystemSteam.SteamNetDriver] NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
RESULT:
Client hit assert when trying to use server travel:
check(Ret != EBrowseReturnVal::Pending); // server travel should never create a pending net game
UnrealEngine.cpp : Line 9052
EXPECTED:
Client is able to server travel to host
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 can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Networking |
---|---|
Affects Versions | 4.12.5 |
Created | Aug 11, 2016 |
---|---|
Resolved | Feb 17, 2017 |
Updated | Apr 27, 2018 |