Procedural level building issues in an online game

I’m currently working on an online game for wich I had to do some “procedural” level building.
What I did was basicaly a more elaborate version of this tutorial: Blueprint Essentials: Using Loops Level Design | 10 | v4.2 Tutorial Series | Unreal Engine - YouTube in wich you edit buildings based on helpers.
Right now we have a buch of different meshes that can snap together to build the level structure.
My building blue print is basicaly a bunch of AddStaticMeshComponent.

When we submited our first levels we noticed 2 main issues:

  1. Loading is really slow

  2. We have a bunch of warning at run time that says :“LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: StaticMeshComponent /Game/Maps/TESTS/TestMap/UEDPIE_2_TestMap1.TestMap1:PersistentLevel.Platform2_C_2.StaticMeshComponent_180 NOT Supported.” every time a player steps on one of those meshes.

I tryed to add a staticmesh component on a regular static mesh actor in editor and I had the same warning when stepping on the added component.
We also noticed that the component names are different between server and clients.

My questions :

  1. Is there a way to speedup loading time. Maybe by not having the construction script running at run time but only in the editor and having only the result of the construction script serialized? Or maybe just doing things differently.

  2. Any clue on why components have different names on different instances of the game?


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forgot the second line of log I got when stepping on those meshes: “LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!”

For Part 2, I have a repro case in 4.9.2 using the Third Person BluePrint template.

In the ThirdPersonExampleMap select the stair static mesh, Add a static mesh component using the stairs mesh, move it to the side. Then launch the game in 2 player mode with the output log visible. When one of the character steps on the added component you should get the spam log.
2 pictures here to show procedure and results :

Hi, I’m having the exact same issue - namely the warning outputs when stepping on static mesh components instantiated at runtime. Was this ever resolved?

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Same issue for me. So far, I haven’t been able to get this to work in UE4.17.2. The client is totally unplayable as it’s not getting synced properly with the server character.