Got it, go ahead and delete if you’d like.
Thanks! Deleted. Please let me know if you require anything else.
Alright, so the downloaded files were only about 20 MB before the download “completed”. The .uproject was included this time, but I could not generate any project files as there were no source files included with the content that I downloaded. I also grabbed the necessary plugins, but when I attempted to open the .uproject it failed to build, and since I can’t generate the project files I’m unable to see what the error is.
Not sure why I’m not able to get the full download, but unfortunately without being able to grab a working version from the current download link we’re limited as far as what action we can take.
I’ll work on getting the files uploaded to another location. The zip is 12+ gig and that size may prove a stumbling block. It will not be until Monday, at the latest, that we can make the zip available.
I’m sorry, I may have misunderstood you. I only uploaded the .uproject file to dropbox. It will be necessary to use the files that you previously downloaded to create the project.
Source folder here: Dropbox - File Deleted
This only contains the C++ source files. Let me know if anything else is missing
Sorry, I’m having a Friday. That link was in error.This should be the correct one Dropbox - File Deleted
We’ve uploaded the files (from a fresh SVN clone) to Dropbox. All the files necessary to generate and build the project are included. I will PM you the link on the forums. One minor change is necessary to run the game without our launcher. In the Colony2PlayerController blueprint, there are two With Editor (search “With Editor”) nodes in the BeginPlay section. Break the links to these and set the default on the Branch to true. This should allow the .exe to run with the default PlayerID, negating the need for you to make an account or download our launcher.
Have you been able to download the project?
Hello all. I am getting this same problem. I thought it was happening because I moved a replicated variable from a blueprint into its C++ base class. I reverted to the last backup and did the process again, this time building the client and server after each step so the intermediate files didn’t get confused by the same name being used in both versions of the variable. The problem went away but I can’t be sure my second attempt was related because I did make other changes.
And the thing is, it keeps happening. Now I only changed my AI behavior tree, expanded my EQS grid size (but lowered the density), and made a few changes to some of the BT tasks/decorators/services, I may have also messed with the main character base blueprint a bit too. But nothing major. Just some changes to threshold variables (i.e. when cover is in range).
Any commonality with any other projects experiencing this issue? This is really killing development.
BTW, I had the editor generate a zip, unzipped it, and rebuilt from scratch and still got the problem, so I think the source of the problem is in the content data somewhere.
Oh, and I’m using 4.18.1. I just downloaded 4.18.2.
Cheers.
Hey Rhynedahll,
Unfortunately I’m getting network errors when attempting to download the file, likely due to the large size of the pack, which is preventing me from looking into it.
At this point, what we really would need is a stripped down repro project that we can use to reproduce and investigate the issue, as I’m unable to reproduce it locally due to the random nature of its occurrence.
Jin_VE, are you using any third party plugins? I’d like to rule out the possibility of this being an issue caused by a plugin.
I’m just using my plugin, but I’ve been using it from 4.15 and up without any issue like this.
It’s a weird problem. I would press the aim-down-sights key and I’d get the overflow error complaining about the sprint RPC. As if the client and server weren’t using the same function IDs – but I built them both for sure.
Anyway, I’ve been working with 4.18.2 for a few hours and it hasn’t happened so far. I’ll let you know if that changes.
I’m out of town this week, so I don’t have access to the project files. When I return, I’m going to upgrade to 4.18.2 and see if the problem persists. A stripped down version of our project is probably not feasible If you can’t convince one of the others to participate, then you’ll have to investigate the issue by other means.
I’m doing plenty of what I was doing before and still no problem with .2. GL on your end.
We have this issue as well. I have investigated it a little bit and got it fixed in one case.
It appears the multiplayer event list (is it called like this?) becomes corrupted on client sometimes, probably due to loading assets (but i’m not sure). I was able to pin point the cause of the event list corruption, it was an old blueprint struct defined in a former unreal version, which we replicate. That one had a size of 0 on the client, so when the server told the client anything about property deltas or event calls, the client pointed to something totally else as the server which will directly cause the disconnect.
I fixed that case by moving the blueprint struct to a c++ struct. But now that issue is back on another actor, probably there are some other data type which could cause that corruption?
Still no problems for me on 4.18.2. Have you tried it? Sometimes we get stealth bugs and stealth fixes. Hopefully this is one of those times.
I’m in the process of downloading 14.18.2 to test whether the issue goes away. If that doesn’t work, I’m going to rebuild my structs.
As -Ve indicated, upgrading to 4.18.2 eliminated the problem for us.
Sorry to report: it’s back.
[664]LogNetSerialization: Error: FBitReader::SetOverflowed() called! (ReadLen: 1, Remaining: 0, Max: 0)
LogRep: Error: ReceivedRPC: ReceivePropertiesForRPC - Reader.IsError() == true: Function: SetLeanOut, Object: Player_BP_C /Game/TestMap.TestMap:PersistentLevel.Player_BP_C_0
[664]LogNet: Error: UActorChannel::ProcessBunch: Replicator.ReceivedBunch failed. Closing connection. RepObj: Player_BP_C /Game/TestMap.TestMap:PersistentLevel.Player_BP_C_0, Channel: 3
I’m using 4.18.3. Going back to 4.18.2 didn’t help. Also, it’s intermittent. I can get good connections about 40-60% of the time. It’s definitely a sync issue between the client and server. It seems to be some kind of table mismatch. Ex: I log in and don’t do anything, a client is already connected, I have it fire their weapon and they fire but then immediately reload (there is no auto-reload logic). Then if I do anything with the new client, I get the failure even though the action I took had nothing to do with the SetLeanOut function.
I can’t revert so I’m going to have to deal with the intermittent issue and pray that this gets fixed somehow.