Hello
I’m currently using a system very close to @Rama’s trace function to do traces.
And, while using it, I frequently run into the problem of the function colliding with a non-existing version of the player - i.e. When I look at UE4Editor, I see my player character, and can’t find the +1 version of it, like in this debug message:
LogHavenWeapon:Error: [0] Our own block: BP_Block2x3_C_88. Is Owned by the player to be ignored (owner): false. Owner: BP_Haven_Engineer_C_151. Player to be ignored: BP_Haven_Engineer_C_150
I tried modifying it the function to use ignore arrays (it required a lot of changes, but I was hoping that instead of looking for my object, I could look for a open space). Didn’t work - First line displays the array of ignored actors, second line, the blocking actor and it’s owner:
LogHavenWeapon:Error: Ignore1: BP_Haven_Engineer_C_0. Ignore2: BP_Block2x3_C_0.
LogHavenWeapon:Error: [0] Actor Blocking: BP_Block2x3_C_1. Owner: BP_Haven_Engineer_C_1.
After a lot of research, I came to the conclusion it’s getting nuts trying to differentiate the client and server version of the actors. I can’t prove it, but it’s the only explanation that made sense.
Is there a way to verify if my “BP_Block2x3_C_0” is the same as “BP_Block2x3_C_1”, on the server and on the client ?
Also, it’s worth noting that I only found this bug while in the editor, and only when there are at least 2 players connected - but I did very few tests on the packaged game. Whenever I tried it in the packaged game, I didn’t hit that problem.
Thank you in advance, I hope you can give me some aid to hunt down and kill this nightmare.
Update: I couldn’t change “Characters” to “Actors” on the thread subject after I submitted. I’m willing to correlate client and server actors here, so I can ignore them