4.7.6 Spawning Actors on Server Warning Spam

Under 4.7.6, when I spawn an actor on the server, I get the following Warning spam:

LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Block1_C_112, ObjOuter: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Cube, ObjOuter: NULL
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!

It keeps generating these messages continuously as long as the server is running.

Here’s my full log:

LogPlayLevel: PIE: No blueprints needed recompiling
PIE: New page: PIE session: ThirdPersonExampleMap (Apr 25, 2015, 6:45:05 PM)
LogPlayLevel: PIE: StaticDuplicateObject took: (0.015211s)
LogPlayLevel: PIE: World Init took: (0.000810s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap to /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap (0.016328s)
LogWorld: Game class is ‘ThirdPersonGameMode_C’
LogAIModule: Creating AISystem for world ThirdPersonExampleMap
LogWorld: Bringing World /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap up for play (max tick rate 0) at 2015.04.25-23.45.05
LogWorld: Bringing up level for play took: 0.002814
LogInit: WinSock: Socket queue 131072 / 131072
LogNet: GameNetDriver IpNetDriver_6 IpNetDriver listening on port 7777
PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap 0.214
PIE: New page: PIE session: ThirdPersonExampleMap (Apr 25, 2015, 6:45:05 PM)
LogNet: Browse: 127.0.0.1//Game/ThirdPersonBP/Maps/ThirdPersonExampleMap
LogInit: WinSock: Socket queue 32768 / 32768
LogNet: Game client on port 7777, rate 10000
LogNet: GetLocalNetworkVersion: GEngineNetVersion: 2513093, ProjectName: duluth, ProjectVersion: , LocalNetworkVersion: 2142163716
PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap 0.292
LogNet: NotifyAcceptingConnection: Server ThirdPersonExampleMap accept
LogNet: Open ThirdPersonExampleMap 04/25/15 23:45:05 127.0.0.1
LogNet: Added client connection. Remote address = 127.0.0.1:57080
LogNet: NotifyAcceptingChannel Control 0 server World /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap: Accepted
LogNet: Remote platform little endian=1
LogNet: This platform little endian=1
LogNet: GetLocalNetworkVersion: GEngineNetVersion: 2513093, ProjectName: duluth, ProjectVersion: , LocalNetworkVersion: 2142163716
LogNet: Login request: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap userId: Invalid
LogNet: Client netspeed is 10000
LogNet: Welcomed by server (Level: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap, Game: /Game/ThirdPersonBP/Blueprints/ThirdPersonGameMode.ThirdPersonGameMode_C)
LogLoad: LoadMap: 127.0.0.1//Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap?game=/Game/ThirdPersonBP/Blueprints/ThirdPersonGameMode.ThirdPersonGameMode_C
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000026BFAB39C0
Cmd: MEM
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 1212.98 MB used, 1258.13 MB peak
LogMemory: Process Virtual Memory: 1107.95 MB used, 1154.43 MB peak
LogMemory: Physical Memory: 3954.39 MB used, 16319.73 MB total
LogMemory: Virtual Memory: 1634.45 MB used, 134217728.00 MB total
Allocator Stats for TBB: (not implemented)
LogLinker: Can’t find file for asset ‘/Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap’ while loading NULL.
LogWorld: PIE: Copying PIE streaming level from /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap to /Game/ThirdPersonBP/Maps/UEDPIE_2_ThirdPersonExampleMap.ThirdPersonExampleMap. OwningWorld: None
LogWorld: Bringing World /Game/ThirdPersonBP/Maps/UEDPIE_2_ThirdPersonExampleMap.ThirdPersonExampleMap up for play (max tick rate 0) at 2015.04.25-23.45.06
LogWorld: Bringing up level for play took: 0.002896
LogNet: Join request: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap?SplitscreenCount=1
LogNet: Join succeeded: 268
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Block1_C_112, ObjOuter: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Cube, ObjOuter: NULL
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Block1_C_112, ObjOuter: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Cube, ObjOuter: NULL
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Block1_C_112, ObjOuter: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Cube, ObjOuter: NULL
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Block1_C_112, ObjOuter: /Game/ThirdPersonBP/Maps/UEDPIE_1_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: Cube, ObjOuter: NULL
LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!

Hi Tulrath,

I wasn’t able to reproduce this warning in 4.7.6. To test, I created a new Actor Blueprint with a Static Mesh component, and spawned it at Begin Play in the Level Blueprint. I tried spawning the same Actor on a Listen Server using the Server’s Character BP, and that didn’t log a warning either.

Does this occur in a new project, or only your current project? Does this occur when spawning any type of Actor, or only a particular Actor? Can you provide some more details on the Actor you are spawning? What method, and from where, are you spawning the Actor? Any additional details, screenshots or a test project to help us reproduce this would be appreciated. Thanks!

I’ll just send you the entire test project, what is the best way to do that? Zip up the entire project directory and e-mail it?

Easiest way for us is if you can upload it to Dropbox or Google Drive (both free) and give us a download link. You can send the link to me via PM on the forums if you’d prefer it to remain private:

https://forums.unrealengine.com/member.php?32-Ben-Halliday

Thanks again - message sent.

Thanks for the project! I can confirm I’m getting the same warning. It appears to be caused by the Cube static mesh component in Block1. I haven’t been able to figure out exactly why, yet, and I’ve forwarded the project link to the network team to see if they can spot the problem. I’ll let you know when I have some more information for you.

That’s exactly what I saw, but can’t trace down why either. I appreciate you taking a look at it.

Looks like this issue has been around for awhile (September, 2014). I’m getting the same error as reported here whenever my player collides (specifically when it walks on) an actor that was spawned by the server.

https://answers.unrealengine.com/questions/99933/warning-spam-in-vs-after-spawning-an-actor.html

I have a very similar problem, as you can see in this thread Client gets disconnected when touching mesh - C++ - Unreal Engine Forums. Have you been able to resolve this issue?

I just had a look into the engines source code and above the lines that are causing there is an interesting comment:

// Make sure the base actor exists on this client.

If it doesn’t, the log will be printed, so it seems that the base actor doesn’t exists on the client. Does that mean that if we spawn an actor for collision on the server we also have to spawn the same on the client (which would make sense) and connect their reference/pointer somewhere somehow?

I believe when an actor is spawned on the server, then as long as the actor is set to “Replicates” (which in my case, they are), then the clients are also supposed to instantiate the actor.

Hey, just wanted to let you know that we’re still looking into what’s causing this. I’ll let you know as soon as I have something for you.

As I wrote I had a very similar problem and I think my solution might work for you as well, as " (specifically when it walks on) an actor that was spawned by the server." this was exactly the issue I had, when I was walking as a client on a serverside spawned mesh.

My solution for that was that I not only had to replicate the actor the mesh is attached to but I halso had to replicate the subobject (the mesh) itself.
I think that the problem then is, that the mesh is attached to an replicated actor, which is why it does work at all, but the engine can’t resolve a net guid as the mesh itself isn’t replicated.

Hi Tulrath,

Thanks again for the project. We weren’t able to come up with a simple solution to the warning spam, so I’ve entered a bug report for the issue (UE-15618). I’ll let you know when I see any update on it or if we come up with any workarounds in the meantime.

Great, thanks!

@Ben, I am experiencing this issue in my game as well which is very simple otherwise if you’re interested in grabbing my project for testing reasons, let me know if it would help.

Thanks! I’ll let you know if the devs ask for more information.

Hi Ben, same issue in 4.8.1 for me. In my case, I get this error on the server (OS X) when I connect with an android client. Connecting with another OS X client is ok. Generally removing the app from the android device and reinstalling it or repackaging it fixes the problem (probably sometimes there are objects that are modified but not correctly re-deployed)

Please let me know if you need more details about the issue.

This may be a red herring. But I was having a similar problem when testing in editor as the client.

If the map I had loaded in editor was the same as the map the server was using I would get this warning spam on connect. If I loaded a different map in editor first everything went fine.

Bumping this up as I have experienced the same issue when spawning local actors