In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of the client who suffers it. This issue not only happens on a netculling scenario, it happens as well when someone late joins your game, even if the character is always relevant.
They were able to replicate this issue in a scenario where every single pawn was relevant and without late joiners. This means that the issue might be related solely to the possession system. However, being able to replicate it consistently with culling spheres might help to debug the issue. A side note to this is that it is unclear which factors trigger this kind of behavior when everything is relevant.
This was reported and tested in 4.22.3 (CL-7053642). This was reproduced in 4.23 (CL-7647024) and Main 4.24 (CL-7668962)
Results: Client 2 ends up in a permanent softlock state
Expected: Client 2 can move as normal
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-78229 in the post.
1 |
Component | UE - Networking |
---|---|
Affects Versions | 4.23, 4.24, 4.22.3 |
Target Fix | 4.24 |
Created | Aug 1, 2019 |
---|---|
Resolved | Aug 7, 2019 |
Updated | Aug 9, 2019 |