Hi guys,
I’m just learning about networking and replication and I’m running into a strange issue where when I update a StaticMesh component that is in a Blueprint which is a child of another, the StaticMesh is duplicated on the client. What I mean by this is that on the server the mesh moves as expected, however on the client the mesh moves however it also leaves behind a copy of the mesh at it’s original location. I’m not sure if perhaps i’m not understanding something with how networking works or what the deal is.
[EDIT] It seems doing a Save All fixes the ‘issue’. Doing a simple recompile on the child Blueprint brings the issue back.
Please see the steps below and attached images for how to reproduce this scenario.
- create parent BP based on actor, no events/functions or variables required
- set replicate movement
- set net load on client
- set replicates
- List item
- create child BP based on parent BP
- add staticmesh component, give it a mesh
- create the Blueprints as per attached images
I’m using version 4.6.1 of the engine
Any help is greatly appreciated!
Thanks,
Harley.