I have been having issues trying to figure out why the engine is outputting the following warnings.
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: StaticMeshComponent /Game/Maps/UEDPIE_1_BaseMap.BaseMap:PersistentLevel.BP_Blitz_C_1.StaticMeshComponent_3 NOT Supported.
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: DrawFrustumComponent /Game/Maps/UEDPIE_1_BaseMap.BaseMap:PersistentLevel.BP_Blitz_C_1.DrawFrustumComponent_3 NOT Supported.
The object the first warning is referring to is the editor-only camera mesh that is attached to the camera component for my character. The second one refers to another editor only component as well.
I am also getting this warning for a WidgetInteractor component that is spawned only for local players and attached to the possessed character, this object is marked not to replicate.
Has anyone else ran into this issue? Why is the engine trying to net serialize non-replicated objects?
I’ve come across a thread where the user experiencing a similar warning and posted a solution that they were able to work out:
Also, here is the related code from PackageMapClient.cpp
bool FNetGUIDCache::SupportsObject( const UObject* Object ) const
// NULL is always supported
if ( !Object )
// If we already gave it a NetGUID, its supported.
// This should happen for dynamic subobjects.
FNetworkGUID NetGUID = NetGUIDLookup.FindRef( Object );
if ( NetGUID.IsValid() )
if ( Object->IsFullNameStableForNetworking() )
// If object is fully net addressable, it's definitely supported
if ( Object->IsSupportedForNetworking() )
// This means the server will explicitly tell the client to spawn and assign the id for this object
UE_LOG( LogNetPackageMap, Warning, TEXT( "FNetGUIDCache::SupportsObject: %s NOT Supported." ), *Object->GetFullName() );
//UE_LOG( LogNetPackageMap, Warning, TEXT( " %s"), *DebugContextString );
Let me know if that helps with your issue, otherwise we can continue to look into it.
The warnings for the StaticMeshComponent and DrawFrustumComponent were being generated by the replication of the CameraComponent that is attached to my game character. This is a subclassed camera component that replicates transform info so remotes can track other player’s heads (VR game).
These warnings were generated by the initial replication of the AttachedComponents array for the CameraComponent. Since these components are not set to replicate, as the engine is serializing the array, it sees that these components do not replicate, generates the warnings, and just serializes null for the elements in the array, as it should.
For the default CameraComponent, these attached components are only created when compiled with WITH_EDITORONLY_DATA, so the warnings will only be present in those builds.