Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out of sync [Image Removed].
[Image Removed] Out of sync in that case means two things: (1) the capsule+skeletal mesh keep moving at the velocity and with the animation that the character had at the point of attachment, so even if the pawn of the owning client comes to a halt or changes direction, the capsule and mesh do not follow (observed from other clients). (2) the capsule leaves a "ghost" collision at the point of attachment, i.e. even though the capsule moves as described in (1) as can be observed when "hidden in game" is set to false on the capsule, an active collision remains at the location the character was at when getting attached. This collision (again, which only exists for other clients) does not show when invoking the "show collision" console command.
Observed result as shown on this screens[Link Removed]hot: [Link Removed] - server shows correct behavior, whereas from client1's POV the character controlled by the server just keeps running (invisible on the screenshot, there is also a collision from the character's capsule right where the server character should be).
I uploaded a clean Thirdperson Template project with the steps above implemented here (4.18.2): [Link Removed]
(project also attached)
Steps to reproduce:
Head over to the existing Questions & Answers thread and let us know what's up.
38 |
Component | UE - Networking |
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Affects Versions | 4.18 |
Created | Dec 20, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |