Transition Map -- Warning: GetObjectFromNetGUID: Attempt to reassign read-only guid

I’m on 4.19.2.

During map transitions via seamless server travel, the transition map is loaded. When the transition map loads, this warning is thrown on the client:

LogNetPackageMap: Warning: GetObjectFromNetGUID: Attempt to reassign read-only guid. FullNetGUIDPath: [115]/Game/Maps/TransitionMap.[113]TransitionMap.[111]PersistentLevel

Which the server responds with:

LogNet: Server connection received: ActorChannelFailure

The transition map is included and set in packaging settings.

I have tested this on two projects, adding/removing actors, building lighting, setting gamemode overrides in the transition map.

Although this is not gamebreaking in anyway whatsoever, I would like to figure this out. Perhaps I am not properly using the transition map.

If anyone has encountered this, I would like to know. Or if this problem persists in 4.21. Thanks.

I have this problem in 4.26… Client reports this:

[2021.01.01-13.03.57:628][490]LogNetPackageMap: Warning: GetObjectFromNetGUID: Attempt to reassign read-only guid. FullNetGUIDPath: [209]/Game/Levels/MesterTestLevel.[207]MesterTestLevel.[205]PersistentLevel.[213]Landscape_0
[2021.01.01-13.03.57:628][490]LogNetPackageMap: Warning: GetObjectFromNetGUID: Attempt to reassign read-only guid. FullNetGUIDPath: [209]/Game/Levels/MesterTestLevel.[207]MesterTestLevel.[205]PersistentLevel.[213]Landscape_0.[211]LandscapeHeightfieldCollisionComponent_27

and the server this:

[2021.01.01-13.03.57:694][ 85]LogNet: Server connection received: ActorChannelFailure [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:65133, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_PlayerController_C_1, Owner: BP_PlayerController_C_1, UniqueId: NULL:COMPUTERNAME-7D8EFD994189C22F957B56A22E8530F4
[2021.01.01-13.03.57:694][ 85]LogNet: Server connection received: ActorChannelFailure [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:65133, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: BP_PlayerController_C_1, Owner: BP_PlayerController_C_1, UniqueId: NULL:COMPUTERNAME-7D8EFD994189C22F957B56A22E8530F4

This results in the client doesn’t possess the player properly. Client can’t move or if so, with camera stuck in character center.

I also have this issue on 4.26. On my project it causes some level actors to not replicate at all on clients…

Sorry to bring this thread back from the dead, but just to add some findings for anyone else who encounters this issue:

The underlying cause in my project was that the server was spawning the player pawn using a class that was definitely loaded on the server but might not have been loaded on the client.

The symptoms were that for the first few seamless travel transitions the pawn would spawn correctly but on the client issue “Attempt to reassign read-only guid” warnings like those quoted by @mesterKG above. Then, after a few more seamless travel transitions the pawn would fail to spawn and show errors on the client like:

[2022.07.22-00.47.35:492][662]LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object. FullNetGUIDPath: [29]NOT_IN_CACHE
[2022.07.22-00.47.35:494][662]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor. Unresolved Archetype GUID. Guid not registered! NetGUID: 29.
[2022.07.22-00.47.35:495][662]LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor Unable to read Archetype for NetGUID 244 / 29
[2022.07.22-00.47.35:496][662]LogNet: Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/spawn actor. Actor: None, Channel: 4

I’m not sure if that is an engine bug or expected behavior. The fix/workaround for me was to ensure that the classes I’m using to spawn player pawns are always loaded on the client (by storing strong UPROPERTY pointers to them in a UGameInstanceSubsystem).

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I started getting this after i added avx2, are you using avx in your project by any chance ?

I’m not using any AVX myself, but I don’t know any libraries I’m using are compiled to use it.

how do we do this on blueprints??