Replicated Character-Movement Keeps Resetting Mesh-Component-Transform!

MaxPower42
Sat, 19 Nov 2016 11:25:28 +0000
Character & Animation

I’ve got a really strange problem here… I am not sure, but it might as well be a bug.

I am using “morphing-algorithms” on my character meshes that change the overall size of the mesh (and many other things). This requires me to adjust the character’s collision capsule and the Z-translation of the mesh-component afterwards. There’s no problem with that. I’ve got a network setup and the adjustments are correctly carried out on server and clients.

The problem starts when I give characters (they all have an AI-controller) move-orders and character-movement starts replicating. At that moment, only on client-side, the translation of the character’s mesh component gets reset to the class default, cancelling my procedural adjustments and resulting in characters floating in the air or walking with their legs in the ground.

I disabled ACharacter::bReplicateMovement and the issue was gone. Other character-properties still got replicated, including animation-related stuff, but as long as they stood in place, the transform of the mesh-component remained intact - no floating. So I can be 95% sure replicated character movement is the cause.

Now, how can I fix this issue? I would like visual studio to do a “break” and show me the call-stack when the RelativeTransform-member of the character’s mesh component gets changed. I’m just not very experienced with debugging. I mean, I can use break-points (which is often enough), but in this case a break-point just won’t do. Any help, please?

9 posts - 5 participants