-
|
Hello, I am encountering an issue while creating a dungeon using sublevels. If I understood correctly from the Deep Wiki documentation, only the server’s seed value is replicated, and each client generates the dungeon locally using that seed. If my understanding is correct, the issue I’m currently experiencing seems to occur because the objects generated on the client and the server end up with different GUIDs. To explain my situation in more detail: I created a shotgun blueprint in my game (BP_ShotGun), and replication is enabled for this actor. I placed this shotgun in a specific sublevel (Sublevel A). When the player approaches the shotgun and presses the E key, the player picks it up and holds it. This interaction uses an RPC. When I start the game from the main level where DungeonGenerateActor exists, the sublevel containing the shotgun (Sublevel A) loads correctly. However, when a client tries to interact with the shotgun, an error log appears saying that the object being interacted with is null. If the server interacts with the shotgun, it works fine on the server’s screen. However, on the client’s screen, the shotgun picked up by the server is not visible at all. Additionally, if I spawn the shotgun by adding it to the 'InteriorDatabase' asset instead of placing it in a sublevel, it works correctly without any issues. My current test environment is: Play In Editor For reference, I purchased this plugin around November 2025, and I have not updated it since then. Has this issue possibly been fixed in a newer version? Thank you. |
Beta Was this translation helpful? Give feedback.
Replies: 2 comments
-
|
Since shotguns are likely owned by the host, clients may not be able to acquire them. |
Beta Was this translation helpful? Give feedback.
-
|
While the issue may be fixed in a future version update, your local version is significantly outdated, which could cause unstable operation. |
Beta Was this translation helpful? Give feedback.
Since shotguns are likely owned by the host, clients may not be able to acquire them.
If that's the cause, I believe it's more influenced by Unreal Engine's multiplayer specifications than by dungeon generation itself.