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Smooth Sync: Sync your Transforms Smoothly across the network

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    Syed I'm looking in to your issue but I could use some more info, like how you are changing levels? Unreal has a couple of different ways of doing so, it might help me narrow it down if I knew which method you were using.
    Sync your transforms Smoothly across the network.

    Comment


      GuacFrog
      I haven't had time to look into anything yet unfortunately. I'll see if I can find some time to look to see if there's some ownership changing issues going on. Thanks for the description. I should be able to recreate it.
      Sync your transforms Smoothly across the network.

      Comment


        GuacFrog I seem to be able to switch owners and switch who simulates physics no problem. I added an empty Actor in the Third Person Template, added a Cube to it and set the cube as the root component of the Actor, and also enabled replication of course. I added a SmoothSync component and some blueprint magic and an rpc to change ownership and physics.

        Everything seems to work as expected. The only time I was able to get behaviour similar to what you are seeing is when I enabled "Component Replication" on my root primitive component (cube). That seemed to cause all sorts of weird twitching, though I'm not really clear why that would be, it's definitely doing something bad. Do you have component replication enabled?

        Comment


          Anson Kindred Interesting. I have my static mesh set as my root component with component replicates on.

          Comment


            GuacFrog Should be as simple as turning off component replication then, as long as you do don't need it to be on for some reason. I can't really imagine why you would need component replication on a static mesh, but my understanding of component replication is pretty limited so let me know if you do need to use it and I can dig a little deeper and see if I can find a work-around.

            Comment


              Originally posted by Anson Kindred View Post
              GuacFrog Should be as simple as turning off component replication then, as long as you do don't need it to be on for some reason. I can't really imagine why you would need component replication on a static mesh, but my understanding of component replication is pretty limited so let me know if you do need to use it and I can dig a little deeper and see if I can find a work-around.
              Un checking component replicates did indeed solve my problem. Thanks for that advice!

              Comment


                GuacFrog
                Glad it worked! Feel free to reach out any time.
                Sync your transforms Smoothly across the network.

                Comment


                  Hi. Today I bought the plugin and the truth is that it seems to work well except for one thing. All the animations of my character work with the exception of the locomotion which is what is usually synchronized when having checked "Sync movement". Are there any steps I should follow to synchronize using the plugin? Thank you.

                  Comment


                    FireblitzSpain Make sure you have enabled "Sync Movement Mode" on the Smooth Sync component.
                    Sync your transforms Smoothly across the network.

                    Comment


                      Originally posted by fuestrine View Post
                      FireblitzSpain Make sure you have enabled "Sync Movement Mode" on the Smooth Sync component.
                      This is checked by default when adding the component to the character and has not been touched. As I said the animations are not updated. Walk, Run, Sprint, Crouch don't work with the plugin. Animations that use Anim Montages or that are launched from the Animation Blueprint with events work without problem.

                      Comment


                        I've tried it with a clean Third Person Project and the result is the same. Walk doesn't synchronize but jump animations do.

                        Comment


                          FireblitzSpain
                          I'll look into it and get back to you. Thanks for bringing it to my attention.
                          Sync your transforms Smoothly across the network.

                          Comment


                            I keep getting this error that crashes my game when i add smoothsync to a projectile with projectile movement. Any Ideas?


                            [2019.12.01-01.41.16:027][307]LogWindows: Error: === Critical error: ===
                            [2019.12.01-01.41.16:027][307]LogWindows: Error:
                            [2019.12.01-01.41.16:027][307]LogWindows: Error: Fatal error!
                            [2019.12.01-01.41.16:028][307]LogWindows: Error:
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
                            [2019.12.01-01.41.16:028][307]LogWindows: Error:
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3bae6be UE4Editor-Engine.dll!UPrimitiveComponent::GetPhysicsAngularVelocityInRadians() [g:\ue4.23.1\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:263]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb2e005bb UE4Editor-Engine.dll!UPrimitiveComponent::GetPhysicsAngularVelocityInDegrees() [g:\ue4.23.1\engine\source\runtime\engine\classes\components\primitivecomponent.h:1365]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffa0398ce3 UE4Editor-SmoothSyncPlugin.dll!SmoothState::copyFromSmoothSync() [g:\ue4.23.1\engine\plugins\marketplace\smoothsync\source\smoothsyncplugin\private\state.cpp:64]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffa039ad8a UE4Editor-SmoothSyncPlugin.dll!USmoothSync::sendState() [g:\ue4.23.1\engine\plugins\marketplace\smoothsync\source\smoothsyncplugin\private\smoothsync.cpp:955]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffa03976b6 UE4Editor-SmoothSyncPlugin.dll!USmoothSync::TickComponent() [g:\ue4.23.1\engine\plugins\marketplace\smoothsync\source\smoothsyncplugin\private\smoothsync.cpp:736]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3226120 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_45e6ef11ed0557285177160cea7a91dc> >() [g:\ue4.23.1\engine\source\runtime\engine\classes\gameframework\actor.h:3152]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3254834 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() [g:\ue4.23.1\engine\source\runtime\engine\private\components\actorcomponent.cpp:839]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3f46773 UE4Editor-Engine.dll!FTickFunctionTask:oTask() [g:\ue4.23.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3f539f7 UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [g:\ue4.23.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffbd724c8a UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [g:\ue4.23.1\engine\source\runtime\core\private\async\taskgraph.cpp:686]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffbd724f4a UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle() [g:\ue4.23.1\engine\source\runtime\core\private\async\taskgraph.cpp:594]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3f72bed UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [g:\ue4.23.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:574]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3f78d22 UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [g:\ue4.23.1\engine\source\runtime\engine\private\ticktaskmanager.cpp:1518]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb377c40f UE4Editor-Engine.dll!UWorld::RunTickGroup() [g:\ue4.23.1\engine\source\runtime\engine\private\leveltick.cpp:782]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb3786afe UE4Editor-Engine.dll!UWorld::Tick() [g:\ue4.23.1\engine\source\runtime\engine\private\leveltick.cpp:1550]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb01adfcb UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [g:\ue4.23.1\engine\source\editor\unrealed\private\editorengine.cpp:1638]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007fffb09c9aa6 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [g:\ue4.23.1\engine\source\editor\unrealed\private\unrealedengine.cpp:407]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff7bf677b0a UE4Editor.exe!FEngineLoop::Tick() [g:\ue4.23.1\engine\source\runtime\launch\private\launchengineloop.cpp:4257]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff7bf68a91c UE4Editor.exe!GuardedMain() [g:\ue4.23.1\engine\source\runtime\launch\private\launch.cpp:173]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff7bf68a9fa UE4Editor.exe!GuardedMainWrapper() [g:\ue4.23.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff7bf69b92c UE4Editor.exe!WinMain() [g:\ue4.23.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff7bf69e60e UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff81caf7bd4 KERNEL32.DLL!UnknownFunction []
                            [2019.12.01-01.41.16:028][307]LogWindows: Error: [Callstack] 0x00007ff81cc4ced1 ntdll.dll!UnknownFunction []
                            [2019.12.01-01.41.16:028][307]LogWindows: Error:
                            [2019.12.01-01.41.16:043][307]LogExit: Executing StaticShutdownAfterError
                            [2019.12.01-01.41.16:061][307]LogWindows: FPlatformMisc::RequestExit(1)
                            [2019.12.01-01.41.16:071][307]Log file closed, 11/30/19 20:41:16

                            Comment


                              @fuestrine

                              Comment


                                bok! It looks like a bug. Should have a fix in the next version. Thanks for catching it.
                                Sync your transforms Smoothly across the network.

                                Comment

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