in 4.24 release, New: Network Engine Test Suite You can create a network test by extending AFunctionalNetTest, then create steps for that test by extending UFunctionalTestStep for each one. Each test step must be designated as a Server or Client step, then added to the Test. You can then run a test by placing it in a level.
where can I find AFunctionalNetTest or UFunctionalTestStep?
I cannot find any sample project or classes in engine source.
I truly dislike new collections display system. I am constantly selecting assets from the collections and CB (rest of the project).
Now i have to first switch to CB or collection, then select the asset i need. Granted, it is just one more click, but it is very annoying when forced to constantly use it.
What was wrong with the old system where we could see both Content browser AND Collections? Can i have it back?
Have you solved your problems? I seem to be having traffic issues too, i have been spending a lot of time hunting down the problems between server->client. I cast to player controllers from the game mode to trigger events on each controller and im getting a lot of events just not triggering… seems making some reliable will work, not always.
All worked perfectly fine in 4.22, I might go back
Here It’s returning only the Default sound, ignoring all footsteps switch that was working 100% on previous versions.
I think this change made on the Landscape layer construction just broke the Phys material system.
Sadly I can’t get back to the previous versions with my project, because somehow my project just stop working on 4.23 and 4.22 from no reason, And the only solution I found was to convert the project to 4.24 version. It’s working fine, excluding The Footstep switch system.
No it seems to be related to the engine it seems worse in the editor than a packaged project, I did report it as a issue to epic but haven’t had time to give them more info, the more people that report it the faster it will get fixed I hope haha :).
That looks handy how does it know which variable it setting and returning?
Is there a bug report for the broken landscape / physicsmaterial problem? I mean nevermind the crashes that 4.24 apparently shows but without that fixed I am stuck with 4.22
[USER=“1062093”] Z[/USER] It successfully compiles the engine, thanks!
When running the code though the geometry collections make the engine crash. Is there something to do when migrating from 4.23.1 to 4.24.1?
I’ve also added
It didn’t come ok for me. When running the Chaos demo, multiple asserts happen, nothing happens when you get to the switches during the level… it is a completely different history if you try 4.23 where the demo does work as expected. I am definitely inclined on not trying out the feature as it is, it is just too much of a time waste compiling the engine to not get the product working as expected, as far as Chaos feature is concerned.
Don’t waste time on Chaos in 4.24. I have crashes on player movement (player capsule moving over the landscape) and tons of ensure hits.
Chaos is a mess
Anyone else seeing long delays after pressing Play in selected viewport after updating to 4.24.1 (built from source)?
I am using dedicated server with 3 players.
Press Play
Wait 3 seconds
Viewport goes black
Wait 10 seconds <–This used to be a hardly any time in 4.22.3
Start to see graphics
[2019.12.28-20.26.14:400] 37]LogOnline: OSS: Creating online subsystem instance for: :Context_3
[2019.12.28-20.26.14:402] 37]LogOnline: OSS: Creating online subsystem instance for: :Context_4
[2019.12.28-20.26.14:403] 37]LogOnline: OSS: Creating online subsystem instance for: :Context_5
[2019.12.28-20.26.14:419] 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-7C3E0864446805F9534E5A88E8272075 userId: NULL:AC-Wizard-7C3E0864446805F9534E5A88E8272075 platform: NULL
[2019.12.28-20.26.14:419] 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-D5D453F24CC70284AF036485C335BEE6 userId: NULL:AC-Wizard-D5D453F24CC70284AF036485C335BEE6 platform: NULL
[2019.12.28-20.26.14:420] 38]LogNet: Login request: /Game/XXX/Maps/IslanTime_P?Name=AC-Wizard-C8214AF94F7E879F344BB8BBEA344343 userId: NULL:AC-Wizard-C8214AF94F7E879F344BB8BBEA344343 platform: NULL
[2019.12.28-20.26.14:423] 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
[2019.12.28-20.26.14:424] 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
[2019.12.28-20.26.14:424] 38]LogWorld: BeginTearingDown for /Temp/Untitled_1
[2019.12.28-20.26.14:424] 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2019.12.28-20.26.14:424] 38]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2019.12.28-20.26.14:424] 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2019.12.28-20.26.14:462] 38]LogUObjectHash: Compacting FUObjectHashTables data took 4.62ms
[2019.12.28-20.26.19:235] 38]LogAIModule: Creating AISystem for world IslanTime_P
[2019.12.28-20.26.19:435] 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_2_IslanTime_P.IslanTime_P up for play (max tick rate 60) at 2019.12.28-15.26.19
[2019.12.28-20.26.19:436] 38]LogWorld: Bringing up level for play took: 0.124789
[2019.12.28-20.26.19:437] 38]LogLoad: Took 5.013318 seconds to LoadMap(/Game/XXX/Maps/UEDPIE_1_IslanTime_P)
[2019.12.28-20.26.19:437] 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.01. IpNetDriver_1
[2019.12.28-20.26.19:437] 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.04. IpNetDriver_2
[2019.12.28-20.26.19:438] 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
[2019.12.28-20.26.19:438] 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
[2019.12.28-20.26.19:438] 38]LogWorld: BeginTearingDown for /Temp/Untitled_2
[2019.12.28-20.26.19:438] 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2019.12.28-20.26.19:438] 38]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2019.12.28-20.26.19:439] 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2019.12.28-20.26.19:479] 38]LogUObjectHash: Compacting FUObjectHashTables data took 4.58ms
[2019.12.28-20.26.24:946] 38]LogAIModule: Creating AISystem for world IslanTime_P
[2019.12.28-20.26.25:214] 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_3_IslanTime_P.IslanTime_P up for play (max tick rate 60) at 2019.12.28-15.26.25
[2019.12.28-20.26.25:215] 38]LogWorld: Bringing up level for play took: 0.135269
[2019.12.28-20.26.25:216] 38]LogLoad: Took 5.777066 seconds to LoadMap(/Game/XXX/Maps/UEDPIE_1_IslanTime_P)
[2019.12.28-20.26.25:216] 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 5.78. IpNetDriver_2
[2019.12.28-20.26.25:216] 38]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 10.81. IpNetDriver_3
[2019.12.28-20.26.25:216] 38]LogNet: Welcomed by server (Level: /Game/XXX/Maps/UEDPIE_1_IslanTime_P, Game: /Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C)
[2019.12.28-20.26.25:217] 38]LogLoad: LoadMap: 127.0.0.1:17777//Game/XXX/Maps/UEDPIE_1_IslanTime_P?game=/Game/XXX/Core/GameModes/BP_BaseGameModeIslandTesting.BP_BaseGameModeIslandTesting_C
[2019.12.28-20.26.25:217] 38]LogWorld: BeginTearingDown for /Temp/Untitled_3
[2019.12.28-20.26.25:217] 38]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2019.12.28-20.26.25:217] 38]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2019.12.28-20.26.25:217] 38]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2019.12.28-20.26.25:261] 38]LogUObjectHash: Compacting FUObjectHashTables data took 4.67ms
[2019.12.28-20.26.29:964] 38]LogAIModule: Creating AISystem for world IslanTime_P
[2019.12.28-20.26.30:244] 38]LogWorld: Bringing World /Game/XXX/Maps/UEDPIE_4_IslanTime_P.Isl
This fix broke BeginOverlap events not firing at all if objects are initially overlapping on startup. I end up getting issues where OverlapEnd events are called when my character moves out of an Overlap event but the OverlapBegin event was never fired.
Not sure what the original issue was. World->HasBegunPlay() returns false until all actors have had BeginPlay called. I tried tracking the updates so they are deferred until after level load, but BeginPlay on each component gets fired before that. There would need to be some kind of PostBeginPlay function added to make this properly work.
Perhaps AreActorsInitialized() is a better check than HasBegunPlay()?