Fix Initialization in AcknowledgePossession, possible race condition#78
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linqen wants to merge 1 commit into
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Fix Initialization in AcknowledgePossession, possible race condition#78linqen wants to merge 1 commit into
linqen wants to merge 1 commit into
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…ition After a lot of debugging, I found that there is a possible race condition during bad network conditions (~200ms, 5% packet loss) with 5%~10% of repro chances. If this happens, ASC will not be initialized properly and you will get `LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!` This happens because during AcknowledgePossession, the pawn controller is not setup yet, and during FGameplayAbilityActorInfo::InitFromActor, PlayerController will be null forever, and then, when calling UAbilitySystemComponent::InternalTryActivateAbility, bool bIsLocal = AbilityActorInfo->IsLocallyControlled() will be false I consider that OnRep_Pawn is a good place to call RefreshAbilityActorInfo, that will call FGameplayAbilityActorInfo::InitFromActor again, but the controller will be valid at that point.
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@tranek this issue is still reproduceable, and following the documentation examples will end in this issue sooner or later in any networked game. If there is a way I can help you to repro this, and waste less time, let me know. |
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@linqen Is it reproducible yet? |
Author
It is using UE 5.0. I don't have much free time right now, so I can't confirm on newer versions. |
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After a lot of debugging, I found that there is a possible race condition during bad network conditions (~200ms, 5% packet loss) with 5%~10% of repro chances.
If this happens, ASC will not be initialized properly and you will get
LogAbilitySystem: Warning: Can't activate LocalOnly or LocalPredicted ability %s when not local!This happens because during
AcknowledgePossession, the pawn controller is not setup yet, and duringFGameplayAbilityActorInfo::InitFromActor,PlayerControllerwill be null forever, and then, when callingUAbilitySystemComponent::InternalTryActivateAbility,bool bIsLocal = AbilityActorInfo->IsLocallyControlled()will be falseI consider that
OnRep_Pawnis a good place to callRefreshAbilityActorInfo, that will callFGameplayAbilityActorInfo::InitFromActoragain, but the controller will be valid at that point.