Created a Steam Sockets-based NetDriver based on the one Unreal did only using up-to-date Steamworks SDK and not being dependent on an OnlineSubsystem
During testing, I am finding that when a client connects right after the Join succeeded message we get a looping “Received invalid swap message with child index -1”
Not much of anything of use in the client side log even with log net enabled. On the client, we observed the player and related objects for the client are rapidly spawned and removed and spawned again. On the server side aside from the invalid swap message spamming the objects all seem stable and as expected.
For note we have tested this using the 5.3 with the Third Person map being our target multiplayer level. We have a simple menu screen and use Open Level to start a listen server on 1 system and Open Level to connect to it on another. The goal of that test structure is that nothing is non-standard other than our NetDriver so it must be the cause.
The question is at what point could our custom NetDriver cause an issue such that PC Swap index = -1 seems to be when the client should get control over its pawn. Not likely relevant but when running the listen server the host has no such issue, and the client does complete its connection and handshake which is what has me a bit confused would have expected a failure before this state if we fundamentally messed something up.