So I am trying to spawn a custom component on locally controlled pawn of remote client only.
The first error is something like
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: XXX ... XXX NOT Supported.
Googling led me to solve that by adding the following methods to my custom component
virtual bool IsNameStableForNetworking() const override
{
return true;
}
virtual bool IsSupportedForNetworking() const override
{
return true;
}
Now my client disconnects from the listen server with the following warning and error
LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: XXX ...
LogNetTraffic:Error: ReadContentBlockHeader: Client attempted to create sub-object. Actor: Player_C_1
This says “Alternatively, clients can spawn their own local, non-replicating components.” Does anyone have a simple working example or experience of actually doing this?