NetworkFailure: NetCheckSum Mismatch when testing in Android build and Editor

Hello everyone

Recently I updated my project from 4.27 to 5.4, it’s a asymetrical multiplayer game between VR and mobile players, back on 4.27 version I was able to test between the android build and the editor joinning the same session and playing.

Now on 5.4 the android clients are able to join the session, that the editor is running, but when trying to spawn and possess the main character the android player is getting kicked out of the server and it’s giving me these errors:

D/UE      : [2024.12.16-01.08.54:702][297]LogNetPackageMap: Warning: GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: [127]/Game/01Minigames/00MainGame/BP_PropCharacter.[125]Default__BP_PropCharacter_C, 372296635, 3168217591
D/UE      : [2024.12.16-01.08.54:702][297]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object from path. Path: Default__BP_PropCharacter_C, Outer: /Game/01Minigames/00MainGame/BP_PropCharacter, NetGUID: 125
D/UE      : [2024.12.16-01.08.54:702][297]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object. FullNetGUIDPath: [127]/Game/01Minigames/00MainGame/BP_PropCharacter.[125]Default__BP_PropCharacter_C
D/UE      : [2024.12.16-01.08.54:702][297]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor. Unresolved Archetype GUID. Path: Default__BP_PropCharacter_C, NetGUID: 125.
D/UE      : [2024.12.16-01.08.54:702][297]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor Unable to read Archetype for NetGUID 16 / 125
D/UE      : [2024.12.16-01.08.54:702][297]LogNet: Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/spawn actor. Actor: None, Channel: 19
D/UE      : [2024.12.16-01.08.54:730][297]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = NetChecksumMismatch, ErrorString = GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: [127]/Game/01Minigames/00MainGame/BP_PropCharacter.[125]Default__BP_PropCharacter_C, 372296635, 3168217591, Driver = Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482139
D/UE      : [2024.12.16-01.08.54:730][297]LogNet: Warning: Network Failure: GameNetDriver[NetChecksumMismatch]: GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: [127]/Game/01Minigames/00MainGame/BP_PropCharacter.[125]Default__BP_PropCharacter_C, 372296635, 3168217591
D/UE      : [2024.12.16-01.08.54:730][297]LogNet: NetworkFailure: NetChecksumMismatch, Error: 'GetObjectFromNetGUID: Network checksum mismatch. FullNetGUIDPath: [127]/Game/01Minigames/00MainGame/BP_PropCharacter.[125]Default__BP_PropCharacter_C, 372296635, 3168217591'

I’ve also tested with a Windows build and the android build and it works perfectly, it spawns the character and possess it and it’s able to move. But it’s not an efficient way to test due to build times.

Is there any reason why the GUID versions of the character BP’s are different between the Android build and the editor?

Thanks in advance! :space_invader:

As an update, I’ve just tested in a 5.4 ThirdPerson template to connect the android player to the editor player in Listen Server mode, and it’s giving me the same error, I’m trying to find if there’s a setting that enables the matching of the GUID’s between both clients