I’ve made a scene where the player can load his presaved map as a saved game.
So when he loads it in runtime, all the actors will be spawned to the scene.
All is good and nice however when the spawned characters starts to move, there is an other character that stays behind and can be seen only on the client side.
The character that stays behind does nothing but standing in it’s Idle state ( including playing the idle animation ), and not responding to anything like damage or w/e the character supposed to do.
When i search for duplicated actors ( 2 actors form the same class in the same location ( tried with little offset too ).
It finds nothing, like they are not really there, but when i’m trying to walk right through them, they has a collision but only for 1 second and then the player bump in front after them ( like it walked through them like they has no collision ). I guess this is because the server don’t see them so for all he cares the client just went through them.
It happened in 4.6 and 4.7 as well, is that a known issue ?
I’ve tried to cancel replication and it did the same but the characters didn’t replicate their movements for the client.
*Edit : I’ve also noticed it will happen only when the enemie’s characters will be spawned at runtime, but if they are present in the level before the game starts, it works just fine.
*Edit 2 : Ok i’v solved it ! I spawned the characters using multicast replication event, and it should be happening only from the server side