Drakgoku
(Drakgoku)
June 19, 2023, 7:46pm
1
I have a problem when replicating the movement.
I have done a mini example and the same thing keeps happening.
Suppose I have a sphere. This is how it replicates.
Actor 1 sees Actor 2 correct, but the object with “Movement replicates” and “Replicates” of actor 1 sees incorrect
Actor 2 sees Actor 1 correct, but the object with “Movement replicates” and “Replicates” of actor 2 sees incorrect
My ball has:
What is the problem?
Hey @Drakgoku !
There could be quite a few issues causing this.
Try thumbing through this and see if anything catches your eye!
Drakgoku
(Drakgoku)
June 19, 2023, 8:30pm
3
I have looked at the documentation. I have looked to see if it was possible that my controller or my character was not interpreting that “Replicate” correctly.
I did it with a thirdparty player and a newball (doesn’t extend C++, just Actor) and the same thing still happens.
At some point I am missing. I have read many threads on this. Why?
Currently I haven’t linked the C++ code yet. They are simply Actors with Blueprint to see if the “base” replication works
Hello comunity,
i wanted to make a game with vehicles, but the problem is that the vehicles get out of sync after a time or when the vehicle jump over something or so, then this will happen.
[248066-screenshot-33.jpg]
i also made a video to describe the problem better: - YouTube
i dont know what this is, but it has something to do with replication. I´m using the Standard PhysX Vehicles.
hope you can help me ^^
zFunked ;D
I’m creating a new subobject in an UActorComponent derived calss with “bReplicateUsingRegisteredSubObjectList = true” in BeginPlay function:
void MyActorComp::BeginPlay() {
if (!SubObject && SubObjectType)
{
SubObject = NewObject<SubObjectType>(this, SubObjectType);
AddReplicatedSubObject(SubObject);
}
}
If I print the GetUniqueID in the SubObjectType’s “PostInitProperties” (Derived from UObect) in the client I get 2 unique ids, so 2 instances of the subobject are being created in clien…
Hi Folks,
UE5.1
I’m at the point of pausing my project due to this annoying problem. I can’t seem to replicate my pawn movement efficiently for players. I’m using a vehicle with chaos movement component. I replicated the PC input with events but that last only so long until the pawn gets out of sync in the world. REPLICATE MOVEMENT in the Pawn is super super laggy but it does work. I read on forum someone shoved there vehicle into a character class. I tried and I cant even get it to drive now.…
I can’t get my actors to be perfectly synced up on the server and the client. See video (server left, client right - notice that the tops of the blocks are all lined up on the server, but not all lined up on the client as some blocks sink into the ground)
[Out of sync (Server on left. Client on right)]
I have a very simple actor (the block) which can be picked up and put down on the server or client. When the actor is not being held it is simulating physics and when it is being held…
…
Why?¿
3dRaven
(3dRaven)
June 19, 2023, 8:46pm
4
Are you using a movement component for the ball or are you moving it via tick or timeline?
Are you moving it only via the has authority branch (on the server).
If you are just moving the component then try setting it’s replication to true.
Also replicated parameters can go out of sync. If you want changes to “catch up” at a later state no matter the login time try RepNotify
1 Like
Drakgoku
(Drakgoku)
June 19, 2023, 9:27pm
5
Thank you very much @3dRaven
I move the ball through physics on an inclined plane.
I just needed to tell the component “[x] component replicate”
2 Likes
The Solution is to use a Static Actor for this hf
system
(system)
Closed
July 23, 2023, 4:33pm
7
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