While attempting to connect and travel to a new server, the client's NetDriver will be shutdown, and a new pending net driver created (in UEngine::Browse). When the original NetDriver is destroyed, the instance's NetMode will be considered as NM_Standalone for a time. During this period, the AI character's movement component may still have SmoothClientPosition called on it, causing the GetNetMode() != NM_Standalone check to fail.
In a game with AI controlled characters with character movement components, have a client instance travel from one server to another, such as by using the "open" command or by calling ClientTravel.
This will result in the GetNetMode() != NM_Standalone check failing in UCharacterMovementComponent::SmoothClientPosition.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-185687 in the post.
|Component||UE - Gameplay - Player Movement|
|Created||May 11, 2023|
|Resolved||May 17, 2023|
|Updated||May 19, 2023|