Weapons in Sockets not attached or rotated properly on clients, server is fine

Tried 4.8 because I seem to have hit a bug in 4.7.6 where all of a sudden in standalone or packaged games, all my anims no longer work. Everything is done in blueprints.

This looks like its resolved in 4.8.0 but then my weapons are no longer in right places on clients. Some weapons don’t even appear at all for clients.

Cant say its coding because it was working fine on 4.7.6. All replication was working across clients and I definitely don’t want to rip apart systems I’ve spent weeks building up only to find there wasn’t an issue with them.

I’m afraid to continue working on 4.7.6 if theres a bug that will set me back int he future… but I’m also afraid to continue working on 480 preview for same reason… Is there a known workaround for 476 anims not working all of a sudden?

These two images show 4.7.6 at launch of game character is in hostile mode with pistol aiming ready to fire.
One is in standalone, other is in editor. Exact same game. Firing and all actions work even though pose never changes in standalone.

45555-476_noanims_packaged_standalone.png

45556-476_anims_editor.png

4.8.0 Preview: In this image, both players have same set up… same items in hand and on back. Server sees things correct, client doesn’t see either guns on server character and only sees pistol on himself… and its not rotated and attached correctly. Both are running same Char BP and as I said, in 476 it worked perfectly fine until today both in editor and standalone. Today it still works in editor but not standalone or packaged. But on 4.8.0 clients always have this missing weapons / not attached correctly issue… editor and standalone.

Hey ,

Could you upload 4.7.6 version of project somewhere like Dropbox or Google Drive and send me a download link? You can send it via forums if you’d prefer privacy:

Hey ,

project is quite large at present. Over 4gigs. It would be less if I stripped out all assets not actually in maps, unfortunately thats a manual process I’m leaving until later as its very time consuming. Furthermore I’ve spent last 3 months on it, I’d rather not send it all out on internet at this time.

I can share snapshots of BP that are related to issue or even do a remote session to demo it if you’d like.

For anims not working issue in 476. I installed pre-built version of 4.7.6 last night (from launcher)… and after moving all my plugins to project specific folder and rebuilding it from Visual Studio, anims are now working again in this version of editor. If I try to run it in VS built version of 4.7.6 i was using before it still has anim problems. (dont know why)

other issue is still present in 480. But I’ll carry on working in 4.7.6 for now. If you can’t reproduce issue separately, perhaps it is project specific to me. But it’s still strange that it works in 4.7.6 without issue. Also note that converting project to 480 causes socket snapping to not work right…then converting same project back to 476, they work fine again.

  • Perhaps quickest test is to create a fresh project in 4.7.6 and 3 player starts
  • grab a mixamo character skeleton, retarget it and add a new socket to it “like a holster on back” or something and maybe one in hand
  • have an object spawn somewhere in level and have another on back holster of character from charBP on event begin play (run as server
  • then start game with 3 players and see if item spawns on back of all three char properly
  • then have an input to “pickup item” I spawn it at location specified when pick up is pressed ( original stays), go to other item that was spawned and pick it up and hold it or put it on a separate holster socket

If all of that works for all three characters. Save and close project, then open it in 4.8.0 and just immediately play it and see if it still works.

Hey ,

Thanks for additional info! I believe I was able to reproduce this in 4.8 Preview 4 using following setup in ThirdPersonCharacter BP:

This worked properly in 4.7.6 with Attachable BP set to Replicate and Replicate Movement, but when I converted project to 4.8p4, AttachActorToComponent node being run in RPC displaced Actor on Client. It looks like it may be setting it to Keep Relative Offset rather than Snap To Target.

Note that for actor spawned BY character, AttachActorToComponent works fine, and item is replicated as intended. This is because Character automatically replicates correctly. One other possible workaround is to spawn item by Character and not bother with RPC, but that may not work way you want depending on your setup.

I also tested this in our internal build, and it appears it is working there. I will continue trying to track it down to make sure it remains fixed once we move over to 4.9 internally, but I don’t think we’ll be able to fix this in time for 4.8 official release. In meantime, if you decide to move to 4.8, you may need to adjust that offset and manually adjust transform of attached actor so it sits in socket correctly.

Hope that helps. Thanks for report!