LogNetPackageMap: Warning: Forged object

Hello,

LogNetPackageMap: Warning: Forged object: got HawkWeapon_P_Mini_C /Game/StarterContent/Maps/UEDPIE_1_Minimal_Default.Minimal_Default:PersistentLevel.HawkWeapon_P_Mini_C_1, expecting Class /Engine/Transient.LIVECODING_HawkWeapon_0
LogNetPackageMap: Warning: Forged object: got HawkWeapon_P_Mini_C /Game/StarterContent/Maps/UEDPIE_2_Minimal_Default.Minimal_Default:PersistentLevel.HawkWeapon_P_Mini_C_0, expecting Class /Engine/Transient.LIVECODING_HawkWeapon_0
LogNetPackageMap: Warning: Forged object: got HawkWeapon_P_Mini_C /Game/StarterContent/Maps/UEDPIE_2_Minimal_Default.Minimal_Default:PersistentLevel.HawkWeapon_P_Mini_C_0, expecting Class /Engine/Transient.LIVECODING_HawkWeapon_0
LogNetPackageMap: Warning: Forged object: got HawkWeapon_P_Mini_C /Game/StarterContent/Maps/UEDPIE_2_Minimal_Default.Minimal_Default:PersistentLevel.HawkWeapon_P_Mini_C_1, expecting Class /Engine/Transient.LIVECODING_HawkWeapon_0

So, I have a UBehaviorTreeComponent and a UBlackboardComponent on the HawkWeapon_P_Mini. Both are set to replicate.

The code compiles and game runs fine on ‘Standalone’ but on ‘As Client’, the HawkWeapon_P_Mini doesn’t spawn.

Any advice on where to start looking for clues would help. Thanks in advance.

So, short answer is any kind of Networked AI only exists and runs on the server.

Setup was doomed from the start, although it works well on standalone.

So, I got it to work with a custom AI Controller but now the way I had it originally seems to be working now?

I don’t understand what happened, but possibly this line of code did the trick.

SpawnInfo.ObjectFlags |= RF_Transient;

Cheers.