Having trouble getting a popup message to appear when a player gets close to an object. The object has an collision area and entering the area should display the popup. I am seeing the following message in the output log when I enter the area but the pop up does not display. This happens in a multiplayer game but only on the clients. I get the following message when the client player enters the collision area:
“LogNetPackageMap: Warning: Forged object: got BP_AssaultRifle_C /Game/Maps/UEDPIE_2_BlasterMap.BlasterMap:PersistentLevel.BP_AssaultRifle_C_4, expecting Class /Engine/Transient.LIVECODING_eapon_2”
I put a UE_LOG message in around the display for the pop up and I see the code is successfully hiding the pop up when the client player moves away.
Probably someone is playing with a different version of the game, so the data structures are out of alignment with what is expected. Or someone is trying to cheat by transmitting incorrect data.
So “Forged Object” means illegally duplicated? I will keep this in mind but I didn’t explain enough about how I saw this problem. I am seeing this issue while testing in the editor with three players. Is there a way that a client can try to pick up a different object from the same object while playing on the same map? It does mention Live Code. Let me do some more investigation.
oh, yeah, i’d probably expect that if you’re live coding. As usual with Live Coding, if you make any structure changes at all, you’ll need to stop, build, and restart. I’d say almost definitely in this case, whatever client in the editor updated with live coding, the other processes were still running the old code.
Let me try that.
Okay, closing the editor and rebuilding from within VS 2022 and restarting the editor seems to have solved the issue. Thanks for helping me look in that direction.,