At very least IsSupportedForNetworking() must return true. IsNameStableForNetworking() is useful, when objects are stable (means they are created upon construction time), not dynamically during gameplay.
Hello there I’m currently having issues with this .
The object relevant is a procedurally generated object created on blueprint. How should I proceed to do this without C++? Is there a blueprint solution to this?
[2015.11.26-15.20.16:738][ 87]LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: StaticMeshComponent /Game/PC_Maps/Playtest1_RoadNetwork.Playtest1_RoadNetwork:PersistentLevel.CurbGenerator4.StaticMeshComponent_163 NOT Supported.
[2015.11.26-15.20.16:769][ 89]LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
Hmm , may I know what’s the reason this would solve the problem?
The components are net load on client and had no runtime changes at all.
Technically the client should be able to access the component which is 100% a similar of the server.
My gosh that was my problem! i had a huge auto generated world and those errors were throwing by the hundreds. I set it to component replicates and also set it to replicate in the BP actor class defaults, and now, no more errors. thank you!
Sorry to necro, but followed the breadcrumbs and this raises a very important question which isn’t answered anywhere else;
What is best practice for replicated actors with a finite number of components (say skeletal or static meshes),
Pre-construct them on the actor and toggle their variables (e.g. hidden, mesh asset)
OR
Construct and add / destroy them dynamically
The concept of ‘stable for networking’ slightly scares me, as introduced by @iniside , does that mean that dynamically adding network replicated components is not stable and could fail in networked scenarios?