Destroy() Pawn - delay on client?

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Shadow_knight

Carpe diem!
Jan 29, 2008
51
0
6
Prague
Hi,

I stumbled upon a following issue:
I have my custom Pawn in the level and at some point I respawn the Pawn on a different location.

The thing is that although the Pawn on the original location is destroyed, you can still see him there (it seems like the Pawn's mesh was not destroyed, or it was not replicated correctly on client). After some time the old Pawn dissapears (I noticed, when I walk behined a corner and wait there for few secs and return back, the old Pawn mesh dissapears.)

Currently I don't know why this is happening. Any ideas?

How I am destroying the Pawn:

Code:
simulated function RemoteDestroyPawn() {

	if ( Pawn != None )
	{

		Pawn.RemoteRole = ROLE_SimulatedProxy;

		Pawn.Died(self, class'DamageType', Pawn.Location);
		Pawn.Destroy();
	}

}

Code of my pawn:

Code:
class PogamutMale extends GBPawn
	config(GBEmohawk);

simulated event Destroyed() {

	//destroying shadow
	if (Shadow != none)
		Shadow.Destroy();

	super.Destroyed();
}

simulated event PostBeginPlay()
{
	Super.PostBeginPlay();

	LinkMesh(Mesh(DynamicLoadObject("_PGA-EmoboySized.emoboy_mesh", class'Mesh')),false);

	Skins[0]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));
	Skins[1]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));
}

defaultproperties
{
	Mesh=Mesh'_PGA-EmoboySized.emoboy_mesh'
	IdleAnim="stand_normal"
	MovementAnims[0]="run_normal"
	MovementAnims[1]="run_normal"
	MovementAnims[2]="run_normal"
	MovementAnims[3]="run_normal"
	TurnLeftAnim="walk_loop"
	TurnRightAnim="walk_loop"
	bPhysicsAnimUpdate=true
	bCanCrouch=false
	GroundSpeed=440
	Skins(0)=Texture'_PGTX-Emoboy.emoboy_skin'
	Skins(1)=Texture'_PGTX-Emoboy.emoboy_clothes_01'
	bActorShadows=true
	BaseEyeHeight=128
}