Vehicle wheel shapes on the server appear to detach from the vehicle and remain at their spawn point when running a networked game. The clients physics representation is ok and as expected, i.e. wheel stay with vehicle.
These collision shapes can be visualised using the command lines mentioned in the Steps To Reproduce.
It will look like this.
[Image Removed]
Open the TP_VehicleAdv or TP_VehicleAdvBP Template project.
Setup multiple player start points.
Run as Client with 2 players.
Drive vehicle 1 forwards a little out of its start location and drive vehicle 2 into vehicle 1's start location.
Vehicle 1 will collide with wheels at Vehicle 2's start location
Vehicle 2 will collide with wheels at Vehicle 1's start location
Vehicles will not collide with their own left behind wheel collisions.
Expect:
car to not collide with any entity at this point.
Additionally:
The 'wheel shapes' that appear to be getting left behind can be visualised by entering the following console commands:
p.Chaos.DebugDraw.Enabled 1
p.Chaos.Solver.DebugDrawShapes 1
p.Chaos.Solver.DebugDraw.ColorShapeByClientServer 1
p.Chaos.DebugDraw.MaxLines 100000
The red shapes are the server the blues ones are the local client.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-188342 in the post.
11 |
Component | UE - Simulation - Physics |
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Affects Versions | 5.2 |
Target Fix | 5.4 |
Created | Jun 9, 2023 |
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Resolved | Nov 22, 2023 |
Updated | Feb 2, 2024 |