Hi,
I’m getting spammed with warnings in the vs output when a client character walks on an actor I spawned from C++.
The warning:
[2014.09.16-22.50.13:121][ 62]LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: TestCube_1, ObjOuter: /Game/Maps/UEDPIE_1_Example_Map.Example_Map:PersistentLevel
[2014.09.16-22.50.13:122][ 62]LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: MyBoxCOMP, ObjOuter: NULL
[2014.09.16-22.50.13:124][ 62]LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
[2014.09.16-22.50.13:153][ 63]LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: TestCube_1, ObjOuter: /Game/Maps/UEDPIE_1_Example_Map.Example_Map:PersistentLevel
[2014.09.16-22.50.13:154][ 63]LogNetPackageMap:Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: MyBoxCOMP, ObjOuter: NULL
[2014.09.16-22.50.13:156][ 63]LogNetPlayerMovement:Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!
Code of the StaticMeshActor:
ATestCube::ATestCube(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
MyRoot = PCIP.CreateDefaultSubobject<USceneComponent>(this, TEXT("SceneRoot"));
RootComponent = MyRoot;
MyBox = PCIP.CreateDefaultSubobject <UStaticMeshComponent>(this, TEXT("MyBox"));
MyBox->AttachTo(RootComponent);
static ConstructorHelpers::FObjectFinder<UStaticMesh> staticMesh(TEXT("/Game/BoxMesh"));
SM = staticMesh.Object;
MyBox->SetStaticMesh(SM);
MyBox->bHiddenInGame = false;
if(!StaticMeshComponent) return;
StaticMeshComponent->SetMobility(EComponentMobility::Movable);
MyBox->SetWorldScale3D(FVector(5, 5, 1));
}
Code of the static mesh holder actor:
ACubeHolder::ACubeHolder(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void ACubeHolder::BeginPlay()
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.bNoCollisionFail = true;
SpawnInfo.Owner = this;
FVector Pos = GetActorLocation();
ATestCube* tb = GetWorld()->SpawnActor<ATestCube>(ATestCube::StaticClass(), Pos, FRotator::ZeroRotator, SpawnInfo);
}
I created a blueprint from the CubeHolder class and placed on the ground in the third person template. When I run it from the editor with 2 “clients” I get that warning spam while the client is standing on the spawned cube (no spam when the listen server walks on it). Any Idea what is this spam and how can I get rid of it? I would like to generate the floor in my game this way
Just noticed: If the engine is the startup project in vs there is no spam in the output o_O
(But it’s much better when the editor can start with my project open and I don’t have to open it every time)