Hey,
I’m working with the GeneratedMeshComponent and at the moment I’m on implementing multiplayer functionality.
My basic design is as following: On the listen server upon login of the player I spawn an instance of ATerrain , which itselfs spawns multiple Chunks which all have a GMP. If another player logs in he himself spawns an instance of ATerrain with the corresponding Chunks clientside, so that I have one instance of ATerrain on the server and one on each of the connected clients. I chose that approach, because I thought that replicating the whole meshes over the network would be way too expensive, this way I only need to send the seed to the client and that’s it (in a simplified way).
This all works fine so far and I can also spawn my Characters without any problems, on the server I can even walk around with them. My problem occurs, as soon as a connected client’s character touches the terrain (I spawn them in the air and they fall down), then I get a bunch of errors and I get disconnected. This does not happen if I don’t spawn the Terrain client side (I tried that in order to find the error), but of course the player will then just keep on falling though the air, at least on the client, the listen server sees the clients character standing right next to him on the terrain.
From the errors I’d suppose that the engine is trying to replicate something of the terrain or anything similar but I don’t know what, as nothing there is set to replicate. Maybe because the Owner of the ATerrain instances is my PlayerController?
@mordentral(Btw, can I tag people here in the forum?): On page 4 of the procedural terrain generation thread you mentioned something that might help me out here, especially as one of the logs says that there was an overflow, maybe you could have a look at it?
Here the log:
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: Chunk /Game/Maps/UEDPIE_1_Level_GameWorld.Level_GameWorld:PersistentLevel.Terrain.Chunk-1#-1#0 NOT Supported.
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: Chunk /Game/Maps/UEDPIE_2_Level_GameWorld.Level_GameWorld:PersistentLevel.Terrain.Chunk272 NOT Supported.
LogNetSerialization:Error: FBitReader::SetOverflowed() called
LogNetSerialization:Error: FBitReader::SerializeBits: Pos + LengthBits > Num
LogNetPackageMap:Error: InternalLoadObject: Failed to load path name
LogNet:Error: ReceivedBunch: ReceivePropertiesForRPC - Bunch.IsError() == true: Function: ServerMoveDual, Object: CharacterMovementComponent /Game/Maps/UEDPIE_1_Level_GameWorld.Level_GameWorld:PersistentLevel.TGCharacter_Human_C_41.CharMoveComp
LogNet:Error: UActorChannel::ProcessBunch: Replicator.ReceivedBunch failed. Closing connection. RepObj: CharacterMovementComponent /Game/Maps/UEDPIE_1_Level_GameWorld.Level_GameWorld:PersistentLevel.TGCharacter_Human_C_41.CharMoveComp, Channel: 10
LogNet: UNetConnection::Close: Name: IpConnection_75, Driver: GameNetDriver IpNetDriver_41, PC: GameWorldPlayerController_BP_C_17, Owner: GameWorldPlayerController_BP_C_17, Channels: 10, RemoteAddr: 127.0.0.1:64234, Time: 2015.05.07-18.40.52
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_41
LogNetTraffic:Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1
LogNetTraffic:Error: Received corrupted packet data from client 127.0.0.1. Disconnecting.
LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
LogNet: UChannel::CleanUp: [GameNetDriver] [GameWorldPlayerController_BP_C_18] [GameWorldPlayerController_BP_C_18]. ChIndex == 0. Closing connection.
LogNet: UNetConnection::Close: Name: IpConnection_74, Driver: GameNetDriver IpNetDriver_42, PC: GameWorldPlayerController_BP_C_18, Owner: GameWorldPlayerController_BP_C_18, Channels: 10, RemoteAddr: 127.0.0.1:1706, Time: 2015.05.07-18.40.52
LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_40
LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
LogNet:Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
LogNet: NetworkFailure: ConnectionLost, Error: 'Your connection to the host has been lost.'
LogNet:Warning: FObjectReplicator::UpdateUnmappedObjects: Connection->State == USOCK_Closed
LogNet:Warning: FObjectReplicator::UpdateUnmappedObjects: Connection->State == USOCK_Closed
LogPlayerController:Warning: Calling IsLocalController() while Player is NULL is undefined!
LogPlayerController:Warning: Calling IsLocalController() while Player is NULL is undefined!
LogNet: NotifyAcceptingConnection: Server Level_GameWorld accept
LogNet: Open Level_GameWorld 05/07/15 20:40:52 127.0.0.1
LogNet: Added client connection. Remote address = 127.0.0.1:64234
LogNetTraffic:Warning: High single frame packet loss: 124
LogNetTraffic:Error: UNetConnection::ReceivedPacket: Received control channel close before open
LogNet: UNetConnection::Close: Name: IpConnection_76, Driver: GameNetDriver IpNetDriver_41, PC: NULL, Owner: NULL, Channels: 1, RemoteAddr: 127.0.0.1:64234, Time: 2015.05.07-18.40.52
LogNet: Browse: /Game/Maps/Level_MainMenu?closed
LogNet: Failed; returning to Entry
LogLoad: LoadMap: /Game/Maps/Level_MainMenu?closed
LogNet: World NetDriver shutdown IpNetDriver_42 [GameNetDriver]
LogNet: DestroyNamedNetDriver IpNetDriver_42 [GameNetDriver]
LogExit: GameNetDriver IpNetDriver_42 shut down
Hope somebody can help me.
Thanks in advance,
Taces
/e I now also opened an AnswereHub question here: Client gets disconnected when touching mesh - Multiplayer & Networking - Unreal Engine Forums