Major problem with actors

Picture A
image

Picture B
image

Picture C

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

A private message is associated with this bug report

13 Likes

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.

11 Likes

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

2 Likes

Same issue here in Deepwoken. BindToMessageParallel is only firing once per Actor.

Our mobs and server-side anti-cheat are both broken by this entirely. Pretty urgent.

7 Likes

That broke a feature on my game and I had to change it to serial BindToMessage

1 Like

Definitely needs a quick fix, I had to temporarily use serial to keep features working.

2 Likes

Hello everyone,

Our engineering teams are currently investigating the root cause of this issue.

Thank you,
Developer Relations

5 Likes

Hello everyone,

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.

7 Likes

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.

2 Likes

Can you try restarting your client or Studio? They will have to be restarted for the fix to take effect.

2 Likes

Gave it a test, seems to be fixed for me.

2 Likes

Yep, the issue’s now fixed on my side, and everything’s running well

1 Like

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