If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime.
If using network play (multiple players set / dedicated server set), a crash occurs.
FActorSpawnParameters NewParams = FActorSpawnParameters();
NewParams.bRemoteOwned = true;
Result:
Projectile is spawned on Begin Play and travels expected projectile movement path. Projectiles spawned on left click hang in the air and don't follow projectile movement
Expected:
Spawned actors behavior is consistent regardless of when the spawn call is occurring.
**Crash when set to dedicated server**
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: RemoteRole == ROLE_Authority [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 2948] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421] UE4Editor_Engine!AActor::PostNetInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:2950] UE4Editor_Engine!UActorChannel::ProcessBunch() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:2131] UE4Editor_Engine!UActorChannel::ReceivedBunch() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:1967] UE4Editor_Engine!UChannel::ReceivedSequencedBunch() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:273] UE4Editor_Engine!UChannel::ReceivedNextBunch() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:627] UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:357] UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:1181] UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:617] UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:848] UE4Editor_Engine!TBaseMulticastDelegate<void,float>::Broadcast() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921] UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1185] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1408] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.13 |
Target Fix | 4.14 |
Fix Commit | 3152568 |
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Main Commit | 3153517 |
Created | Sep 13, 2016 |
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Resolved | Oct 5, 2016 |
Updated | Apr 27, 2018 |