The behavior in question involves a warning that FNetGuidCache gives when an Actor's construction graph adds a static mesh component, and a multiplayer session with 2 players is simulated in PIE.(Play in Editor). This warning does not happen in in 4.19
[Youtube video link to behavior: |[Link Removed]]
Additional notes from the User:
"Movement data doesn’t seem to come across from the server to clients in packaged 4.21.1 when logging these warnings. The result is that clients can’t see the animation data update from the animbp. The problem is the node itself isn’t behaving properly from the constructor.
This happens if `bBaseRelativePosition` is true and the Client RPC to adjust the location can't find the new base
Iirc this gets called by `SendClientAdjustment` Which is called by the NetDriver. `SendClientAdjustment` will grab the pendingMove, which might have a new base, and send that via `ClientAdjustPosition`
`bHasBase` is true if the ServerData says that the NewBase of the pending move is != NULL, and further more the "newBase" that gets sent is a PrimitiveComponent.
Now it seems a bit strange to me that it would send that with it, cause the Components are most likely not replicated, But I think the main issue here comes from the `bBaseRelativePosition`.
Cause if you don't have a replicated base, you can't really move based on a relative position of a base, did bBaseRelativePosition change?"
1. Open Unreal Engine 4.21-> Create a new Third Person Template.
2. Right click on your content folder and create a new Blueprint of class Actor.
3. In the Actor's Construction Graph-> Add Static Mesh Component-> Set Static Mesh
( ActorSetup.png screenshot has been attached)
4. Drag Actor into scene space.
5. In PIE multiplayer option settings, set number of Players to 2.
6. Play In Editor, navigate pawn to static mesh.
Result: Warning Error
Expected: No warning error similar to how this behaved in UE 4.19
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-67979 in the post.