Scene Graph Entity Stops Replicating When Player Moves Beyond Threshold

Summary

When moving an entity in scene graph with either keyframe deltas or setting the global transform it appears the entity will stop replicating the movement to the client when the player moves around 15,000ish units from spawn. Using print strings confirms the entity is still moving along as it is suppose to be but it appears on screen as if it has frozen. Crossing back under this distance threshold the entity will appear where it is suppose to be, and continue moving. If the player remains stationary, or under this threshold, the object never stops moving.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Create a basic entity prefab with any type of mesh. Move it along its forward vector. Preferably a bit slower to confirm that it is happening regardless if the player is close to the moving object. Move the player along with the object and observe that the object stops moving on screen, but printing the objects translation confirms it is indeed still updating correctly. Move backwards, closer to your starting location, and observe that the object ā€œteleportsā€ to it’s correct position and continues moving. You can also remain stationary, or not move too far forward and observe the object never stops moving.

Expected Result

As the player runs alongside the moving entity it will continue moving.

Observed Result

Regardless of how close to the entity the player is, it will stop visually updating its movement to the client. If the player does not move around 15,000units forward, or remains stationary, the entity will continue moving as expected.

Platform(s)

Tested on Windows only

Video

Additional Notes

I have tried this on normal props without scene graph enabled. Funny enough I observed similar results but only if the player is too far from the moving prop. Through forum posts I believe this is caused by network replication culling distances? But since this is only occurring with my entity after the player moves a certain distance, even if I’m right next to the entity, I find it a bit odd. You can also see the objects location updating in the corner print logs, and when I start and stop the movement manually.

Just wanted to upload one more video showing the mechanic that it’s preventing me from doing and the fact that it happens at roughly the same distance in any direction from spawn. The red walls have no collision and are simply to visualize the point where it stops replicating. The strings being printed in top left show the Ship Location is updating at the same rate, but its movement is not being replicated.

@vslash9 could you DM me your project ID?

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Sent you a DM through the forums! Wasn’t exactly sure which project ID

FORT-868635 has been added to our ā€˜To Do’ list. Someone’s been assigned this task.

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It looks like this project was archived and we are unable to reproduce this issue. We would need you to reintroduce this setup into your project so we can get a repro here.

Hey Flak,

I never archived it myself. Maybe if a project isn’t touched for awhile it does it automatically? But anyways I’ve made a new project with the bare minimum set up along with code comments and dialogue instructions to reproduce it. I can also upload a new video demonstrating it if that is easier.

Project URL Code : 287156a6-462a-87cc-5215-db9619f8f338

Private Island Code : 2503-0085-8816

I noticed @ArcaneStudio had similar issues with entities when they are around 20,000 units from the players spawn, which is just around the same distance I’ve noticed my movement stops showing on client side. So there is probably somethiiiiing going on here.

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Thank you @vslash9, I’ll let you know if we need a video :slight_smile:

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Yes, we almost ran into this at the same time. There are a couple of other coders who complained about it.

Here’s a private code 0367-8602-6726 that has the same issue.
Steps to reproduce:

  • interact with any of the 4 spheres in front of the player after spawning and starting the game
  • go to the world origin (around tall buildings)
  • the custom volume entity will only visually replicate around the world origin even though it gets repositioned on every tick

This is only a visual issue. The mesh collision does work everywhere spatially, it’s only the visual mesh that gets stuck around the world origin.

Video sent in discord DM.

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Thank you!

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I have this issue as well if you guys need more info to help solve this I am happy to provide it! Currently creating a big world and all the visuals stop displaying after a certain X,Y, & Z distance. Like the post above the simulation continues to run and visuals appear when the player is back inside the specific bounds

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If they resume at a certain distance, it’s not a bug. It is the design that the replay works in about 15000 units