spatialos/UnrealGDK

Client connections will be closed by the ServerWorker when using Blueprint or C++ breakpoints during play-in-editor sessions due to connection heartbeating

padhansell opened this issue · 1 comments

Issue

Client connections will be closed by the ServerWorker when using Blueprint or C++ breakpoints during play-in-editor sessions due to connection heartbeating. This will cause all entities related to the player to be deleted, such as Character, PlayerController and PlayerState.

Workaround

When debugging locally, increase the value of the HeartbeatTimeout setting (which can be found in the "Runtime Settings" menu) to a large value. Note that this value should be set back the default for regular non-Editor testing.

This value defines the number of seconds that a ServerWorker will wait to receive a heartbeat message from the client before considering it to be unresponsive and destroying it's connection.

Internal ticket

UNR-1411

oblm commented

This was fixed by: #1643