This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the client loading into their own map instead of the server's map.
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
AGameMode* MyGameMode = UGameplayStatics::GetGameMode(GetWorld()); MyGameMode->RestartGame();
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Networking |
---|---|
Affects Versions | 4.10.4, 4.11, 4.12, 4.13 |
Created | Apr 12, 2016 |
---|---|
Resolved | Jun 16, 2017 |
Updated | Apr 27, 2018 |