I don’t usually post reports about issues with engine bugs, but this one popped up and has slowed down development significantly.
Description:
I’ve been developing a game in the works for a while now, and I only recently decided to turn off StreamingEnabled, as it was causing more issues than it was helpful with performance and replication (not related to this). The game has had it enabled for about 5-6 months, however once I disabled it, I’ve noticed replication issues particularly on the client, almost as if StreamingEnabled WAS enabled but had very low render priority. Particularly issues with models being NIL when they should be replicated from the server to the client.
I have performed multiple tests back and forth with and without having StreamingEnabled on, and the issue only persists when StreamingEnabled is turned off.
I should probably also mention that I don’t have code in place that parents the models to NIL manually, but instead it seemingly just happens, because I have checked on the server, and the model still exists, proving that this is a replication issue with the client.
I have provided a video containing this issue happening with an entity model within my game.
System Info
(The issue is still persistent on my other devices that I use, such as my laptop and phone, however this info is from my desktop)
CPU: Intel Core i5-1600k @4.10 GHz
GPU: NVIDIA GeForce GTX 1660 SUPER
RAM: 32 GB
Visual Aids
Video:
Similar errors show when this issue happens, indicating that the Model exists but is not present for the client
Expected behavior
What I would expect to happen is that when I disable StreamingEnabled, everything is replicated to the client from the server regardless. StreamingEnabled should be if the game experiences performance issues with a multitude of parts or high-end models/meshes, and a game should function normally without it being enabled. I expect that when I turn this off, all the necessary streaming in/out that StreamingEnabled handles should be ignored and halted.