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@ImprobableNic ImprobableNic commented Jan 12, 2021

SimPlayer are doing the hacky thing of replacing their PlayerController with an AIController. When that happens, the client's movement data is reset(timestamp goes back to 0), but the server data is still there, not knowing that anything happened client side. So to get them back in sync, I added a server RPC to reset the movement data on the server.

Changes to BP_SimulatedPlayerCharacter, with comments.

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Corresponding JIRA ticket: https://improbableio.atlassian.net/browse/UNR-4795

@improbable-prow-robot improbable-prow-robot added jira/UNR size/XS Denotes a PR that changes 0-14 lines, ignoring generated files. labels Jan 12, 2021
@MatthewSandfordImprobable
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You may be able to remove the component enables and disabled now I think.

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ImprobableNic commented Jan 12, 2021

@MatthewSandfordImprobable Unfortunately no, this is used to purge the buffer of outgoing moves.

@ImprobableNic ImprobableNic merged commit 2e976b5 into 0.12.0-rc Jan 13, 2021
@improbable-prow-robot improbable-prow-robot deleted the bugfix/UNR-4795-reset-server-movement-data branch January 13, 2021 10:05
MatthewSandfordImprobable pushed a commit that referenced this pull request Feb 3, 2021
* Release candidate for version 0.12.0.

* Upgrade preview 7 (#241)

* Update to preview 7

* update nightly steps

* Revert

* Formatting revert

* Add new line

* [UNR-4795] Reset server movement data on local client possession. (#242)

* Update to preview 8 (#243)

* Prevent values being left in PatrolPoint::OccupiedBy (#246)

* Upgrade to 15.0.0 (#247)

* Upgrade to 15.0.0

* Upgrade DeployGame

* Prepare GDK for Unreal release 0.12.0.

* Update version file

Co-authored-by: MatthewSandfordImprobable <matthewsandford@improbable.io>
Co-authored-by: Nicolas Colombe <nicolascolombe@improbable.io>
Co-authored-by: Danny Birch <danielbirch@improbable.io>
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5 participants