Character Pawn Net Relevancy Issues

Hi all,

My character pawn’s visibility seems to randomly turn on/off dependant on its position and observer’s view target.

bAlwaysRelevant is true and I’ve tried overriding IsNetRelevantFor to brute force its relevency, which doesn’t seem to help:

Where it gets even worse is when you’re in a vehicle and this happens to your own character. As you drive arround, your attached/seated character turns on/off and when it’s off you have no pawn to occupy so leaving the vehicle properly becomes impossible.

The character is basically a copy/paste of the shootergame’s character with added functionality for sitting in vehicles (sets collisions to ignore vehicles, etc…), and carrying objectives (like ctf).

Video 1: From another character’s POV: When the other player (carrying an objective; star icon is over him) walks behind a hill to obstruct the view, the movement goes to dead reckoning. When I get behind the hill I stop walking, pause then walk backwards and it snaps back to the correct position when in view again.

Vid 2: Driving vehicle:

It looks like IsReplicationPausedForConnection was doing a visual check and pausing relevancy if the pawn is hidden from the viewer. While very cool and powerful code, it definitely has some unintended consequences. I’ll report back after I verify this more thoroughly …