as you can see from Screen shots BindToMessageParallel seems to be broken im hoping the Screenshots are self explantory
if you want to recreate the bug
create a Actor parent a script to it then in that script Copy the code from Picture B
the bug: BindToMessageParallel deletes itself after its first use very infuriating cos i just spent hours debugging thinking i was the one that made a mistake when in fact i am not :C
I’m also experiencing this, we use parallel compute to determine if data should be sent to clients this issue has resulted in our players being softlocked in common situations.
I’m also experiencing this with multiple scripts, where a main actor would send to about 8 actors arrays to carry out some raycasts and damage calculations
This seems to only work once, but then never again. It never raycasts again, and players can not damage each other
Hierarchy of the actors (wether the actors are under the main one, or not) doesn’t matter. It still fails to receive anything
Thank you for your patience. Engineering has identified the root cause and mitigated the issue. For the fix to take effect, please restart your client or Studio first.
Not sure what you mean by “mitigated” but doing tests and it’s still just as bad as before even after a full set of server shutdowns. Everything is still broken.