#Major BreakThrough Video
I just had major breakthru in understanding the bug that 4.5 introduced for the client’s perception of the physics movement of the server’s proxy!
#Video Link
#Context
In my game when the client is destroyed in combat the client’s camera focuses on the server.
By accident I destroyed the client in combat, and its camera went to where it thinks the server is located.
Which happens to be at the World Origin (which is not where the server’s proxy should be really)
Again please recall that both server and client Character meshes are always simulating physics
Notice in the video how each time the server’s physics simulating mesh moves, the server proxy disappears even from the origin, but when the server becomes immoble again it reappears on the client
#Understanding the Video
Left screen = Server
Right screen = client
client is taken out of play and is left to only observe where it thinks the server’s physics simulating proxy is, which is at the origin of my level.
#What this Means
Somehow the network replication for Character meshes that are simulating physics is really messed up in 4.5
I am a rather confused because I found this behavior happening even when I set Mesh->bReplicates to false in the constructor of ACharacter!
#Solution
#Epic, please determine why
- I cannot turn replication of the mesh off so that this replication bug involving physics simulating Character meshes does not occur
- why the bug is happening at all, sending the server’s physics simulating proxy to the world origin and then having it disappear entirely while server is moving.
#Video Link
again is the video link, enjoy!