I have a dedicated server that I built using the UE4 source code. I have a networked function written in C++ that does the following:
client sends a call to the server requesting to remove an instance from the HISM
server removes the instance, and then multicasts to all clients telling them to remove the instance.
this works fine in the editor. It also works fine when I run the dedicated server from a bat file. However, when I package the game using the project launcher, the dedicated server crashes when using these functions. It tells me that the HISM does not have an index of that value. What can be done?
I think I found the bug in the Unreal code. Apparently if you call “GetStaticMesh()->HasValidRenderData()” on a HISM on a dedicated server, it always returns false. Also see this link:
However, that post is old and doesn’t seem to be resolved. Can anyone help?