Developer Notes

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.

Description

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.

Steps to Reproduce
  1. Create a ShooterGame project in a source built engine (Source is needed to debug in this case)
  2. Generate the project files for the project and compile them
  3. Place 3 breakpoints
    1. In World.cpp (In the engine's source files), find the definition for the UWorld::CreateWorld function and place a breakpoint on that line
    2. in WorldSettings.cpp, do the same as previously with AWorldSettings::NotifyBeginPlay()
    3. in PlayerController.cpp, do the same as previously with APlayerController::TickActor but deactivate the breakpoint (click on it)
  4. Add the following line to ShooterWeapon.cpp at the bottom of the list of includes (Line #9)
    #include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
  5. Add the following lines to the StartFire function in ShooterGame.cpp
     AGameMode* MyGameMode = UGameplayStatics::GetGameMode(GetWorld());
    	MyGameMode->RestartGame(); 
  6. Compile the project for Development Editor, and then start ShooterGame in debug with the DebugGame configuration
  7. Launch another instance of the project without debugging.
  8. In the second instance, begin the game in Standalone and create a match without any bots.
  9. In the first instance, join the game created in the previous step.
  10. In the second instance, focus on the window and left-click to fire, which will trigger the RestartLevel function to be called
  11. The debugging instance will break, wait 5 seconds and then press Continue in Visual Studio
    Result: The client loads into the transition level instead of the level with the server.
    Expected: The player should stick with the server and load into their level, despite the hitch.

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Won't Fix
ComponentUE - Networking
Affects Versions4.10.44.114.124.13
CreatedApr 12, 2016
ResolvedJun 16, 2017
UpdatedApr 27, 2018