It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one.
Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObject causes more ensures to be hit (see attached logs).
It is also worth noting that this does not seem to reproduce reliably in PIE.
Create a replicated component that calls a multicast RPC and attach this to the PlayerController.
With Iris enabled, create a dedicated server instance and two standalone (not connected to the server) instances in PIE.
Manually connect each instance to the server, and have one of the components trigger the multicast.
UnrealEditor-IrisCore.dll!UE::Net::Private::FReplicationWriter::MarkObjectDirty::__l6::<lambda_1>::operator()() Line 3734 C++
UnrealEditor-IrisCore.dll!UE::Net::Private::FReplicationWriter::MarkObjectDirty(unsigned int InternalIndex, const char * Caller) Line 3734 C++
UnrealEditor-IrisCore.dll!UE::Net::Private::FReplicationWriter::QueueNetObjectAttachments(unsigned int OwnerInternalIndex, unsigned int SubObjectInternalIndex, TArrayView<TRefCountPtr<UE::Net::FNetBlob> const ,int> InAttachments, UE::Net::ENetObjectAttachmentSendPolicyFlags SendFlags) Line 340 C++
UnrealEditor-IrisCore.dll!UE::Net::Private::FNetBlobManager::FNetObjectAttachmentSendQueue::ProcessQueue::__l2::<lambda_1>::operator()(unsigned int Index) Line 723 C++
[Inline Frame] UnrealEditor-IrisCore.dll!UE::Net::FNetBitArrayHelper::ForAllSetBits(const unsigned int *) Line 834 C++
[Inline Frame] UnrealEditor-IrisCore.dll!UE::Net::FNetBitArray::ForAllSetBits(UE::Net::Private::FNetBlobManager::FNetObjectAttachmentSendQueue::ProcessQueue::__l2::<lambda_1> &&) Line 1176 C++
UnrealEditor-IrisCore.dll!UE::Net::Private::FNetBlobManager::FNetObjectAttachmentSendQueue::ProcessQueue(UE::Net::Private::FNetBlobManager::EProcessMode ProcessMode) Line 662 C++
UnrealEditor-IrisCore.dll!UE::Net::Private::FReplicationSystemImpl::ProcessNetObjectAttachmentSendQueue(UE::Net::Private::FNetBlobManager::EProcessMode ProcessMode) Line 553 C++
UnrealEditor-IrisCore.dll!UReplicationSystem::PreSendUpdate(const UReplicationSystem::FSendUpdateParams & Params) Line 812 C++
UnrealEditor-Engine.dll!UNetDriver::TickFlush(float DeltaSeconds) Line 1015 C++
UnrealEditor-Engine.dll!UNetDriver::InternalTickFlush(float DeltaSeconds) Line 2094 C++
[Inline Frame] UnrealEditor-Engine.dll!Invoke(void(UNetDriver::*)(float)) Line 66 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(UNetDriver::*)(float) &) Line 317 C++
UnrealEditor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float),FDefaultDelegateUserPolicy>::ExecuteIfSafe(float <Params_0>) Line 667 C++
[Inline Frame] UnrealEditor-Engine.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(float) Line 258 C++
UnrealEditor-Engine.dll!TMulticastDelegate<void __cdecl(float),FDefaultDelegateUserPolicy>::Broadcast(float <Params_0>) Line 1079 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1658 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2138 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5859 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-225367 in the post.
0 |
Component | UE - Networking - Iris |
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Affects Versions | 5.5 |
Target Fix | 5.6 |
Fix Commit | 36616657 |
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Created | Sep 24, 2024 |
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Resolved | Sep 26, 2024 |
Updated | Oct 2, 2024 |