As above
Steps to Reproduce
I believe any game that uses the targetting subsystem will not work properly with the PIe “Allow late joining” feature. This is due to Register map changed delegate to clean up all references to UObjects … · EpicGames/UnrealEngine@49909f6 which causes all async target handles to be released in the event of a map load. A mapload is triggered on opening the new client viewport. This means that only actors on the new client will now have valid targetting handles - I imagine that this can be mitigated either by reverting the change ( at least in editor ) or forcing any features that use the targetting system to reregister their handles following a map load?
Hi,
I tried reproducing any issues with the targeting subsystem and the pie “Allow late joining” feature.
It doesn’t look like there’s any general problem with the following I made:
[Image Removed]It might be a bit different when more in depth in cpp, but as far as BP execution goes it looks okay.
As for mitigating, yes reregistering their handles should work or making a new targeting request.
Would you be able to specify any bugs you’ve come across, with any reproduction steps / example project if possible?
I have tried this on 5.4 and 5.6 along with checking the option “Use Async Targeting”.
Regards
Thanks for your reply. I think I missed an important bit of detail, which is that we are using the option to requeue that task on completion, which differs the BP above ( and won’t work with the late joining feature ). I.e.
[Image Removed]
Unfortunately, I have been unable to reproduce this issue even with requeuing the async task (I created a custom event and had it called once the custom event finished after a delay to have it requeue). Would you be able to provide a simple repro project or steps to reproduce the issue from scratch? Thank you!