When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl:
npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Capacity());
This has been reported as happening in both standalone and editor instances, and the amount of time before the ensure is triggered may vary.
In a level with characters using the Mover component (such as L_CharacterMovementBasics from the Mover Examples Content plugin), enable network emulation using the "Bad" profile, and make sure "Use Less CPU when in Background" is true.
Start a networked PIE session with a server and one or more client instances.
Tab out of the editor, pushing it to the background.
After some time, the ensure should be hit.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-247380 in the post.
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Component | UE - Gameplay - Player Movement - Mover |
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Affects Versions | 5.6 |
Target Fix | 5.6 |
Created | Feb 11, 2025 |
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Updated | Feb 11, 2025 |