u/EMPTYYYYYY

▲ 2 r/UnrealEngine5+1 crossposts

Unreal 5, weird replication issue [HELP]

Im running a listen server setup. I have a weird issue. Game starts, players spawn and get teleported to their spawn locations. Now the client goes and picks up the weapon, it attaches to him, but then I have a problem with starting location of line trace (which is the socket on the attached actor, though whole actors location is not right) was wrong. - Im testing on a create/join session with advanced sessions plugin, this does not happen with just putting 2 players on the map.

Anyway, line trace start location is wrong UNTIL the server player rotates the mouse( - camera controlls player rotation as well), that fixes the vector mismatch and start location for line trace starts working for all clients.

Really confused on how this could be a thing and I have no idea whats causing it. Spent a whole day debugging to come to this conclusion. This bug carries over to the fully compiled game with Steam sessions so its not some PIE issue.

Any help would be appreciated.

reddit.com
u/EMPTYYYYYY — 11 hours ago

keeping servers in search list after game starts

I'm hosting the server over steam, unreal 5.4 (advanced session plugin + I incorporated steam socket so I can fix the wrong ping display issue on listen servers)
Problem is that i cant get the server to stay in search list if game starts. In editor it works, but in compiled game over steam on two machines with 480 app id - it doesn't. Server search settings:
type of search - all servers
empty servers only, non empty, secure, all unchecked
min slots available 0

Tried with and without steam sockets, tried with and without updating the session with UpdateSession node - same results.

Refresh online data, allow join in progress and should advertise are all checked on.

So question is, what am I missing :/

reddit.com
u/EMPTYYYYYY — 7 days ago