Closed heinerlohmann closed 4 years ago
I have to correct myself: It was a size issue. The spawned PMC was bloated with a lot more Data so it must have exceeded some limit. I still think it is kind of an issue, since there should be a warning instead of an engine freeze.
Hi there and thank you for your awesome work! I am using your plugin to synchronize changes to Procedural Meshes between Clients at runtime and for the most part it works beautifully. However, I encountered an issue, when the ProceduralMeshComponent was spawned at Runtime. The following Code works fine for PMCs that were spawned at launch but completely freezes the Unreal Engine if the PMC was spawned at Runtime. Maybe you have an idea how this can be solved.
FProcMeshSection* Section = PMC->GetProcMeshSection(Index);
PMCData->ChangedSections.Add(*Section);
ObjectDeliveryBox->SendTo(PMCData, From, SendStr);
There is no freeze without line 2 and also no freeze without line 3. Also other data from the PMC gets send just fine without freezes. So I think it has to be the Derefencing something that was spawned at Runtime.
Regards, Heiner