Hi , we met this issue about lots of NetGuidMismatch error with error message “Path mismatch.”
one of the whole error message is here:
“NetGuidMismatch,Pathmismatch.Path: AttrModifyComponent,Expected:AttrMolifyComponent”
and the path value is right while Expected value is error accordding to our project.
sometimes ,we get another errors like:
“NetGuidMismatch,Path mismatch.Path: building_8u_yu,Expected:building_xu_yu”
This time, the expected value is right, while the path value is error.
The souce code here:
/**
* Associates a net guid with a path, that can be loaded or found later
* This function is only called on the client
*/
void FNetGUIDCache::RegisterNetGUIDFromPath_Client( const FNetworkGUID& NetGUID, const FString& PathName, const FNetworkGUID& OuterGUID, const uint32 NetworkChecksum, const bool bNoLoad, const bool bIgnoreWhenMissing )
{
.....
.....
// If we find this guid, make sure nothing changes
if ( ExistingCacheObjectPtr != NULL )
{
........
if ( ExistingCacheObjectPtr->PathName.ToString() != PathName )// this is the source where the error message comes from
{
UE_LOG( LogNetPackageMap, Warning, TEXT( "FNetGUIDCache::RegisterNetGUIDFromPath_Client: Path mismatch. Path: %s, Expected: %s, NetGUID: %s" ), *PathName, *ExistingCacheObjectPtr->PathName.ToString(), *NetGUID.ToString() );
}
}
...
...
}
So we do not known what happens in the game engine. Anyone can explain it ??