By any chance, are you doing these calls from inside a Level Blueprint? If so, it’s possible that’s it’s related to a confirmed 4.16 Engine bug I recently posted here:
I agree. A warning message would be nice. That’s on reason why I wrote it here in the answerhub. The feature that replication works with them generally, would be even better.
I didn’t call it from Level Blueprint but from Game State. But thank you. I think the problem is relatet to the map-parameters, because it works if I use for example arrays instead.
Thank you very much!
Hello,
my Engine crashes everytime, when I use a multicast event (executed from server, Blueprints) which sends parameters with “map-data” from variables.
For me no problem to work around, but it seems to be a bug and should be fixed. Also because replication of these map-variables is already blocked.
Last time I looked into TMap replication it was not supported. It was not long ago (around 4.15 release) but Im pretty sure its still the case. Not really a Bug just a missing Feature that still needs to be implemented. TMaps themself just recently got general BP support so expect them to miss some Features and beeing buggy a bit in General.
But what can we Ask for now is a Warning Message if TSet/TMap is used on Replication Events.
Hello,
I can go ahead and toss in a feature request for a warning that will trigger when TSet/TMap is used in this manner.
Thanks for your suggestions.
This still crashes on 4.18. Spent two days on this… (20+ hours) Thanks…
Also the crash log, references a .cpp file that no longer exists… (Says deprecated code)
Now, I get to manually split the map, into two arrays, just to recreate them into a map on the server.
Still an issue in 4.19… Quite annoying.
Yes i was creating almost full project without noticing that Map Variable can’t be replicated and now i have to waste working weeks and weeks to change all map variables to split name and float …it’s indeed annoying… 4.19
still same problem 4.27
Still a problem in 5.0.
Took me a long time to realize TMaps RCPs/replicates as empty. There should be no technical reason why these can’t be replicated when arrays can.
Just spent a few hours on this myself. I’ve even done this before and have since forgotten. A warning would be great.
3 days later I did the same exact thing and built a feature that involved sending a map through an RPC. I think this time will hammer it in but a warning could have saved me so much time.