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.

1 Like

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.