Ragdoll replication on server side is not replicated correctly on client. The client will see the server players ragdoll dissappear and reappear at the 0,0,0 origin point.
AnswerHub Posts:
https://answers.unrealengine.com/questions/118390/ragdolling-replication-broke-for-me-in-45.html
https://answers.unrealengine.com/questions/117608/45-client-side-physics.html
Download the test project from \\epicgames.net\root\Contractors\TJ.Ballard\A451_RagdollRepTest.zip & steps 1 - 19 can be skipped.
1. Create a 3rd Person BP game
2. Right-click the HeroTTP > Create > Physics Asset
3. Click Okay & save
4. Open the MyCharacter bp
5. Under the Components tab > Mesh > Collision
6. Set the collision to Custom
7. Set the Collision Enabled
8. Back in the Event Graph, create a Custom Event named Ragdoll (see screenshot #01 for blueprint setup)
9. Set the Custom Event to Multicast with Reliable checked
10. Connect it to a Set Simulate Physics
11. Enable the checkbox on Set Simulate Physics
12. In the My Blueprint panel, click Show Inherited Variables > Character > Mesh
13. Make a Get node for the Mesh
14. Connect it to the Set Simulate Physics
15. Create a key press event for F
16. Call the Ragdoll event
17. Compile & save
18. Back in the editor, click the dropdown beside of Play
19. Set number of Clients to 2
20. Play-In-Editor
21. Hit Shift+F1 and click on the the Server screen
22. Hit F to ragdoll the sever character
23. See the ragdoll disappear for the client
24. Hit Shift+F1 and click Eject
25. Move the camera below the floor to find the ragdoll at the 0,0,0 origin point hanging in the air (see screenshot #02)
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Networking |
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Affects Versions | 4.5.1, 4.7 |
Fix Commit | 2378178 |
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Created | Dec 2, 2014 |
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Resolved | Dec 5, 2014 |
Updated | Jun 23, 2018 |