Giter Site home page Giter Site logo

o3de / o3de-multiplayersample Goto Github PK

View Code? Open in Web Editor NEW
75.0 75.0 58.0 333.74 MB

Multiplayer sample project for the Open 3D Engine

Home Page: https://o3de.org

License: Other

CMake 6.44% C++ 73.02% Batchfile 0.30% Shell 1.22% GLSL 13.05% C 3.65% Python 1.92% Dockerfile 0.41%

o3de-multiplayersample's Introduction

O3DE (Open 3D Engine)

O3DE (Open 3D Engine) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.

Contribute

For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.

Roadmap

For information about upcoming work and features, please visit https://o3de.org/roadmap. Progress against the roadmap is tracked here.

Download and Install

This repository uses Git LFS for storing large binary files.

Verify you have Git LFS installed by running the following command to print the version number.

git lfs --version 

If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.

Install Git LFS hooks

git lfs install

Clone the repository

git clone https://github.com/o3de/o3de.git

Building the Engine

Build requirements and redistributables

For the latest details and system requirements, refer to System Requirements in the documentation.

Windows

Optional

  • Wwise audio SDK
    • For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.

Quick start engine setup

To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE from GitHub in the documentation.

  1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.

  2. Install the following redistributables:

    • Visual Studio and VC++ redistributable can be installed to any location.
    • CMake can be installed to any location, as long as it's available in the system path.
  3. Configure the engine source into a solution using this command line, replacing <your build path>, <your source path>, and <3rdParty package path> with the paths you've created:

    cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>
    

    Example:

    cmake -B C:\o3de\build\windows -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages
    

    Note: Do not use trailing slashes for the <3rdParty package path>.

  4. Alternatively, you can do this through the CMake GUI:

    1. Start cmake-gui.exe.
    2. Select the local path of the repo under "Where is the source code".
    3. Select a path where to build binaries under "Where to build the binaries".
    4. Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
      1. Name: LY_3RDPARTY_PATH
      2. Type: STRING
      3. Value: <3rdParty package path>
    5. Click Configure.
    6. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
    7. Click Generate.
  5. Register the engine with this command:

    scripts\o3de.bat register --this-engine
    
  6. The configuration of the solution is complete. You are now ready to create a project and build the engine.

For more details on the steps above, refer to Setting up O3DE from GitHub in the documentation.

Setting up new projects and building the engine

  1. From the O3DE repo folder, set up a new project using the o3de create-project command.

    scripts\o3de.bat create-project --project-path <your new project path>
    
  2. Configure a solution for your project.

    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16"
    

    Example:

    cmake -B C:\my-project\build\windows -S C:\my-project -G "Visual Studio 16"
    

    Note: Do not use trailing slashes for the <3rdParty cache path>.

  3. Build the project, Asset Processor, and Editor to binaries by running this command inside your project:

    cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m
    

    Note: Your project name used in the build target is the same as the directory name of your project.

This will compile after some time and binaries will be available in the project build path you've specified, under bin/profile.

For a complete tutorial on project configuration, see Creating Projects Using the Command Line Interface in the documentation.

Code Contributors

This project exists thanks to all the people who contribute. [Contribute].

License

For terms please see the LICENSE*.TXT files at the root of this distribution.

o3de-multiplayersample's People

Contributors

allisaurus avatar amzn-alexpete avatar amzn-changml avatar amzn-daimini avatar amzn-gene avatar amzn-nggieber avatar amzn-puvvadar avatar amzn-stankowi avatar amzn-tommy avatar amznestebanpapp avatar cgalvan avatar hexanyaudio-ocooper avatar invertednormal avatar jeremyong-az avatar junbo75 avatar kberg0 avatar lemonade-dm avatar lmbr-pip avatar mbalfour-amzn avatar mcphedar avatar micronamzn avatar moraaar avatar moudgils avatar selfisholex avatar sergeyamzn avatar shawstar avatar shirangj avatar spham-amzn avatar tkothadev avatar vickyataz avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

o3de-multiplayersample's Issues

MultiplayerSample SampleBase level is not loading properly when launched via ServerLauncher, and GameLauncher executables

Describe the bug
MultiplayerSample SampleBase level is not loading entities containing network components when launched on the MultiplayerSample.ServerLauncher/MultiplayerSample.GameLauncher as a standalone level, or via the host/connect setup. It should be noted that when the Game Mode is started in Editor on the SampleBase level, it works as expected.

Please refer to the attached Game.log and Server.log files attached in the Video, Server.log, and Game.log section.

Prerequisites

  1. Clone the MultiplayerSample project to a chosen folder as described on the https://github.com/o3de/o3de-multiplayersample page.
  2. In the Project Manager go to New Project... > Add Existing Project, in the Select Project Directory explorer window find and select the cloned o3de-multiplayersample project folder from step 1.
  3. Build the MultiplayerSample project in the Project Manager.
  4. Launch the MultiplayerSample project, and wait until all assets are processed in the Asset Processor.
  5. In the Welcome to O3DE window click Open... and find the SampleBase Level, open it.
  6. In the Command Line navigate to the o3de-multiplayersample and build the MultiplayerSample.ServerLauncher executable if not present (Command used during this issue reproduction was: cmake --build build\windows --target MultiplayerSample.ServerLauncher --config profile).
  7. Go back to the Editor, verify that the level is loaded properly, and the Game Mode is fully functional.

Steps to reproduce
Steps to reproduce the behavior:

  1. Make sure all O3DE-related applications are shutdown (e.g. Asset Processor, Editor).
  2. Launch the MultiplayerSample.ServerLauncher executable built in the Prerequisites.
  3. After the ServerLauncher is loaded, press the tilde key (~), and in the Console execute command loadlevel SampleBase.
  4. Without closing the Console execute another command host.
  5. Without closing the ServerLauncher window launch the MultiplayerSample.GameLauncher executable.
  6. After the GameLauncher is loaded, press the tilde key (~), and in the Console execute command connect.
  7. Navigate between both the ServerLauncher, and GameLauncher windows, and attempt some input in the scene itself.

Expected behavior
The entities containing network components (boxes and player) are spawned.

Actual behavior
No network entities are spawned on neither the ServerLauncher nor the GameLauncher.

Video, Server.log, and Game.log

MultiplayerSampleLaunchers.mp4

Server.log
Game.log

Found in Branch
Stabilization_2205 (a073665)

Desktop

  • Device: PC
  • OS: Windows
  • Version 10
  • CPU AMD Ryzen 5 3600
  • GPU NVIDIA GeForce RTX 2060 SUPER
  • Memory 16GB

Suggested command-line arguments have no effect

Bug description

In the step 4 the mentioned command --console-command-file=file.cfg have no effect.

Steps to reproduce

  1. Compile engine as SDK and manually copying jinja templates (see #44 for details).
  2. Compile the project.
  3. Run any of mentioned CLI commands in the step 4.

Expected behavior

Commands from .cfg files are executed. Server starts with the specified level, client successfully connected.

Current behavior

Commands from .cfg files are not executed. You will see an empty gray screen. But if you open in-game console (by pressing ~) and specify it manually - you will have the expected behavior.

Special notes

For unknown reason LoadLevel Levels/SampleBase/SampleBase.spawnable didn't worked for me. I used LoadLevel SampleBase. Probably the documentation should be updated.

MultiplayerPlayerSample (MPS) Doesn't Compile Because Bad Icon File in GitHub zip

Describe the bug
MPS doesn't compile because a bad GameSDK.ico

Steps to reproduce
Steps to reproduce the behavior:

  1. Download MPS development branch
  2. Use ProjectManager to compile.
  3. Notice build error...

Expected behavior
Build success

Actual behavior
Build error
C:\o3de\projects\o3de-multiplayersample-development\build\windows\o3de\Code\LauncherUnified\MultiplayerSample.GameLauncher.rc(9): error RC2175: resource file C:/o3de/projects/o3de-multiplayersample-development/Gem/Resources/GameSDK.ico is not in 3.00 format [C:\o3de\projects\o3de-multiplayersample-development\build\windows\o3de\Code\LauncherUnified\MultiplayerSample.GameLauncher.vcxproj]

Found in Branch
development

Desktop/Device (please complete the following information):

  • OS: Windows

As a New User I'd Like a Separate AI Network Component

Is your feature request related to a problem? Please describe.
The current player.prefab and network components has built in support for AI. It's confusing the see AI properties on the player prefab. It's also strange to see the SimpleCameraComponent on the player, because AI doesn't use Cameras.

Describe the solution you'd like
Break apart the logic that drives AI

Describe alternatives you've considered
Add documentation about Multiplayer Sample AI

MultiplayerSample asserts on every tick when spawning "AI entities" from "Entity Spawner"

Describe the bug
An assert happens on every tick after spawning "AI Entities" from "Entity Spawner".
Stack trace:

==================================================================
System: Trace::Assert
 E:/o3de/o3de/Gems/Multiplayer/Code/Source/Components/NetBindComponent.cpp(282): (38384) 'void __cdecl Multiplayer::NetBindComponent::CreateInput(class Multiplayer::NetworkInput &,float)'
<08:43:03> (System) - Trace::Assert
 E:/o3de/o3de/Gems/Multiplayer/Code/Source/Components/NetBindComponent.cpp(282): (38384) 'void __cdecl Multiplayer::NetBindComponent::CreateInput(class Multiplayer::NetworkInput &,float)'
System: Incorrect network role for input creation
<08:43:03> (System) - Incorrect network role for input creation
System: ------------------------------------------------
<08:43:03> (System) - ------------------------------------------------
System: E:\o3de\o3de\Gems\Multiplayer\Code\Source\Components\NetBindComponent.cpp (283) : Multiplayer::NetBindComponent::CreateInput
<08:43:03> (System) - E:\o3de\o3de\Gems\Multiplayer\Code\Source\Components\NetBindComponent.cpp (283) : Multiplayer::NetBindComponent::CreateInput
System: E:\o3de\o3de\Gems\Multiplayer\Code\Source\Components\LocalPredictionPlayerInputComponent.cpp (455) : Multiplayer::LocalPredictionPlayerInputComponentController::UpdateAutonomous
<08:43:03> (System) - E:\o3de\o3de\Gems\Multiplayer\Code\Source\Components\LocalPredictionPlayerInputComponent.cpp (455) : Multiplayer::LocalPredictionPlayerInputComponentController::UpdateAutonomous
System: E:\o3de\o3de\Code\Framework\AzCore\AzCore\EBus\EventSchedulerSystemComponent.cpp (86) : AZ::EventSchedulerSystemComponent::OnTick
<08:43:03> (System) - E:\o3de\o3de\Code\Framework\AzCore\AzCore\EBus\EventSchedulerSystemComponent.cpp (86) : AZ::EventSchedulerSystemComponent::OnTick
System: E:\o3de\o3de\Code\Framework\AzCore\AzCore\EBus\Internal\BusContainer.h (1365) : AZ::Internal::EBusContainer<AZ::TickEvents,AZ::TickEvents,0,2>::Dispatcher<AZ::EBus<AZ::TickEvents,AZ::TickEvents> >::Broadcast<void (__cdecl AZ::TickEvents::*)(float,AZ::Scr
<08:43:03> (System) - E:\o3de\o3de\Code\Framework\AzCore\AzCore\EBus\Internal\BusContainer.h (1365) : AZ::Internal::EBusContainer<AZ::TickEvents,AZ::TickEvents,0,2>::Dispatcher<AZ::EBus<AZ::TickEvents,AZ::TickEvents> >::Broadcast<void (__cdecl AZ::TickEvents::*)(float,AZ::Scr
System: E:\o3de\o3de\Code\Framework\AzCore\AzCore\Component\ComponentApplication.cpp (1431) : AZ::ComponentApplication::Tick
<08:43:03> (System) - E:\o3de\o3de\Code\Framework\AzCore\AzCore\Component\ComponentApplication.cpp (1431) : AZ::ComponentApplication::Tick
System: E:\o3de\o3de\Code\LauncherUnified\Launcher.cpp (533) : O3DELauncher::Run
<08:43:03> (System) - E:\o3de\o3de\Code\LauncherUnified\Launcher.cpp (533) : O3DELauncher::Run
System: E:\o3de\o3de\Code\LauncherUnified\Platform\Windows\Launcher_Windows.cpp (35) : WinMain
<08:43:03> (System) - E:\o3de\o3de\Code\LauncherUnified\Platform\Windows\Launcher_Windows.cpp (35) : WinMain
System: d:\a01\_work\14\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl (288) : __scrt_common_main_seh
<08:43:03> (System) - d:\a01\_work\14\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl (288) : __scrt_common_main_seh
System: 00007FFB6E8E7034 (KERNEL32) : BaseThreadInitThunk
<08:43:03> (System) - 00007FFB6E8E7034 (KERNEL32) : BaseThreadInitThunk
System: 00007FFB70622651 (ntdll) : RtlUserThreadStart
<08:43:03> (System) - 00007FFB70622651 (ntdll) : RtlUserThreadStart

Steps to reproduce
Steps to reproduce the behavior:

  1. launch MultiplayerSample.GameLauncher or MultiplayerSample.ServerLauncher
  2. open console, type host, enter
  3. open menu (home key), go to Levels -> samplebase.spawnable
  4. from the Menu, Multiplayer Sample -> Entity Spawner
  5. pick 10 in the Quantity row, and then hit Spawn AI Entity

Expected behavior
AI Entities are spawned and no asserts occur

Actual behavior
AI Entities are spawned, but asserts are produced in each tick

MultiplayerSample became unresponsive on Android

MultiplayerSample could be built successfully for Android but after deployed the application to an Android device, it couldn't load the base level and became unresponsive. Log file is attached. Got a pop up message on the phone saying that MultiplayerSample wasn't responding.

andoird_log.txt

MultiplayerSample.ServerLauncher did not work well ,The server interface is not displayed correctly

Describe the bug
when i Start MultiplayerSample.ServerLauncher ,The server interface is not displayed correctly

Steps to reproduce
Steps to reproduce the behavior:
1、Clone the repository of multiplayersample (main branch)
git clone https://github.com/o3de/o3de-multiplayersample.git

2、Register the engine and project
D:/work/code/04.o3de/o3de/scripts/o3de register --this-engine
D:/work/code/04.o3de/o3de/scripts/o3de register -p D:/work/code/04.o3de/o3de-multiplayersample

3、configure and bulid command
cmake -S D:\work\code\04.o3de\o3de-multiplayersample -B D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019 -G "Visual Studio 16" -DLY_3RDPARTY_PATH="D:\work\code\04.o3de\3rdParty"

cmake --build D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019 --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo

4、Running the Server
D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019\bin\profile\MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg

Expected behavior
the server launcher is loaded successfully,but the The server interface is displayed correctly
like this:
https://user-images.githubusercontent.com/68558268/161123137-a29828bb-f41c-40e4-bcfc-a3854ce641f1.PNG

Actual behavior
The server interface is not displayed correctly, The server interface is grey and can't see anything

Found in Branch
MultiplayerSample main branch and O3DE main branch

Additional context
server logs:

BackupNameAttachment=" Build(0) 16 Apr 22 (10 36 40)" -- used by backup system
Log Started at Sat Apr 16 10:36:40 2022
Built on Apr 15 2022 20:51:29
Running 64 bit Windows version
FileVersion: 0.0.0.0
ProductVersion: 0.0.0.0
Using Microsoft (tm) C++ Standard Library implementation
<10:36:40> Loading Config file system_windows_pc.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/system_windows_pc.cfg)
<10:36:40> Loading system configuration from system_windows_pc.cfg...
<10:36:40> Project Path: D:\work\code\04.o3de\o3de-multiplayersample
<10:36:40> Project Name: MultiplayerSample
<10:36:40> (Logger) - > cl_assetLoadWarningEnable : true
<10:36:40> (Logger) - > cl_assetLoadWarningMsThreshold : 100
<10:36:40> Loading Config file game.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/game.cfg)
<10:36:40> creating CVarGroups from directory 'Config/CVarGroups' ...
<10:36:40> (AzSock) - AzSocket could not translate OS error code 2736, treating as miscellaneous.
<10:36:40> Loading Config file system_windows_pc.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/system_windows_pc.cfg)
<10:36:40> Loading Config file user.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/config/user.cfg)
<10:36:40> GameName: MultiplayerSample
<10:36:40> BuildTime: Apr 15 2022 20:51:29
<10:36:40> [Warning] (Localization) - No localization files found!
<10:36:40> [Warning] (System) - : Running without any AudioSystem!
<10:36:40> Time initialization
<10:36:40> Initializing additional systems
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [t_Scale] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakWarnOnPakAccessFailures] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_report_files_not_found_in_paks] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakMessageInvalidFileAccess] is already registered
<10:36:40> [Warning] client.cfg -> invalid configuration line: connect
<10:36:40> Loading Config file client.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/client.cfg)
<10:36:40> [Warning] (Blast) - LoadDefaultMaterialLibrary: Default Material Library asset ID is invalid.
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur1] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur2] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur3] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur4] is no longer part of the heirarchy and about to be removed
<10:36:42> (Logger) - Multiplayer operating in DedicatedServer mode
<10:36:42> (Logger) - > host :
<10:36:42> [Error] (LevelSystem) - Requested level not found: 'Levels/SampleBase/SampleBase.spawnable'
<10:36:42> (Logger) - > LoadLevel :
<10:36:42> (RHI) - ****************************************************************
<10:36:42> (RHI) - Registering dx12 RHI
<10:36:42> (RHI) - ****************************************************************
<10:36:43> Remote console listening on: 4600

Failed to build MultiplayerSample for iOS

Describe the bug
Building MultiplayerSample via command line/xcode can fail at the packaging process with missing assets.

Steps to reproduce
Steps to reproduce the behavior:

  1. Build MultiplayerSample for Android from command line or XCode
  2. See error

Expected behavior
MultiplayerSample can be built and deployed to iOS devices successfully

Actual behavior
Build/packaging failed with the following issues:
image

Found in Branch
Development@172e344

Desktop/Device (please complete the following information):

  • Device: iPhone
  • OS: iOS
  • Version 14.2

Multiple Build Errors cause build Failure

Describe the bug
CMake Build Fails with Multiple errors.

Steps to reproduce
Steps to reproduce the behavior:

  1. clone the repo
  2. do step 2 as outlined in the README
  3. do step 3 option 1

Expected behavior
Successful build

Actual behavior
build errors

Desktop/Device:

  • OS: Windows 10 Home, 21H2, Build: 19044.1889

Additional context
Attached are Log outputs from both CMake commands, and the results of treeing the cloned repository
out.txt
tree.txt

NetworkSimplePlayerCameraComponent Crashes if No NetworkAiComponent

Describe the bug
NetworkSimplePlayerCameraComponent will crash OnActivate if no NetworkAiComponent exists.

Steps to reproduce
N/A. Just look at the code:
m_aiEnabled = FindComponent()->GetEnabled();

Expected behavior
If NetworkSimplePlayerCameraComponent requires NetworkAiComponent, then make it a dependency in the autocomponent.
Otherwise add null checks safety nets.

Found in Branch
July 23, 2022 development

Add "--console-command-file" option to Windows project launcher debug settings

Is your feature request related to a problem? Please describe.
It's annoying to keep adding --console-command-file="server.cfg"/"client.cfg" for each new project generation manually.
For example:

image

Describe the solution you'd like
Modify the build system to add these arguments as part of the cmake configure for Windows.

Failed to load AWS and Multiplayer gems after launch MultiplayerSample on Android

Describe the bug
MultiplayerSample couldn't be loaded successfully or connect to the server from Android.

Steps to reproduce
Steps to reproduce the behavior:

  1. Let the Asset Processor process all the android assets for multiplayer sample
  2. Build MultiplayerSample for Android and deploy the a device
  3. Launch a MultiplayerSample server on a Windows machine
  4. Launch MultiplayerSample on Android and connect to the server
  5. See error

Expected behavior
MultiplayerSample can connect to the server and load the corresponding level on Android

Actual behavior
A list of libraries failed to be loaded:

  • libMultiplayer.so
  • libMultiplayerSample.so
  • libAWSCore.so
  • libAWSClientAuth.so
  • libAWSMetrics.so

Found in Branch
development@9918589f9

Desktop/Device (please complete the following information):

  • Device: Samsung
  • OS: Android
  • Version 11
  • NDK version 21.4.7075529
  • Asset type LOOSE

Additional context
Log attached
android.log

As a new User I'd Like Network Stress Test to Be in A Different Level

Is your feature request related to a problem? Please describe.
BaseSample level contains a network stress test. New users opening the base sample aren't quite sure why it's in the sample level.

Describe the solution you'd like
Create a level just for stress testing called "StressTest"

Crash when launch MultiplayerSample.GameLauncher.exe

Describe the bug

Logged at Tue Apr 26 17:23:54 2022
FileVersion: 0.0.0.0
ProductVersion: 0.0.0.0
LogFile: @log@/Game.log
ProjectDir: D:\o3de\o3de-multiplayersample
Executable: MultiplayerSample.GameLauncher.exe (debug: no
Exception Code: 0xC0000005
Exception Addr: 0x0033:0x00007FF93B1AC7D0
Exception Module:
Exception Description: EXCEPTION_ACCESS_VIOLATION, Attempt to read from address 0x00000036
The memory could not be "read"
Call Stack Trace:
7) 00007FF9F927F67A (KERNELBASE) : UnhandledExceptionFilter
6) 00007FF9FBCC4AF2 (ntdll) : memset
5) 00007FF9FBCAC6D6 (ntdll) : _C_specific_handler
4) 00007FF9FBCC11FF (ntdll) : _chkstk
3) 00007FF9FBC8A289 (ntdll) : RtlRaiseException
2) 00007FF9FBCBFE6E (ntdll) : KiUserExceptionDispatcher

  1. D:\o3de\o3de\Gems\Multiplayer\Code\Source\NetworkInput\NetworkInput.cpp (55) : Multiplayer::NetworkInput::GetHostFrameId

Steps to reproduce
Steps to reproduce the behavior:
build as follow:
https://github.com/o3de/o3de-multiplayersample/blob/development/README.md

  1. execute the command : MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg
  2. execute the command :: MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg
  3. See the crash

Expected behavior
work normally

Actual behavior
crash

Assets required
Provide sample assets needed to reproduce the issue.

Screenshots/Video
If applicable, add screenshots and/or a video to help explain your problem.

Found in Branch
development

Desktop/Device (please complete the following information):

  • Device: [e.g. PC, Mac, iPhone, Samsung]
  • OS: [e.g. Windows, macOS, iOS, Android]
  • Version [e.g. 10, Bug Sur, Oreo]
  • CPU [e.g. Intel I9-9900k , Ryzen 5900x, ]
  • GPU [AMD 6800 XT, NVidia RTX 3090]
  • Memory [e.g. 16GB]

Additional context
Add any other context about the problem here.

Demonstrate Teleportation in MultiplayerSample by implementing Death Warp

Is your feature request related to a problem? Please describe.
This relates to confusion around the usage m_resetCount in o3de/o3de#9472. It's not clear how to implement teleportation without an example.

Describe the solution you'd like
On Player Health reaching 0, teleport the player back to spawn with full health. Teleportation should be accomplished by incrementing m_resetCount on NetworkTransformComponent plus appropriate sets on the Entity's transform.

Describe alternatives you've considered
Any type of movement feature that involves teleportation. For example, warping 100 meters forward. This is easily tested by warping past a stack of blocks without physically disturbing them.

AZ::Matrix3x4 warning spam with ctrl-g Editor

Describe the bug
When launching the editor ctrl-g multiplayer experience, I'm seeing a lot of warning in the log:

EditorServer: Matrix3x4: <11:54:38> (EditorServer) - Matrix3x4: 
EditorServer: ==================================================================<11:54:38> (EditorServer) - ==================================================================
EditorServer: Matrix3x4: Trace::Warning<11:54:38> (EditorServer) - Matrix3x4: Trace::Warning
EditorServer:  C:\git\o3de\Code\Framework\AzCore\AzCore\Math\Matrix3x4.cpp(455): 'class AZ::Matrix3x4 __cdecl AZ::Matrix3x4::GetInverseFull(void) const'<11:54:38> (EditorServer) -  C:\git\o3de\Code\Framework\AzCore\AzCore\Math\Matrix3x4.cpp(455): 'class AZ::Matrix3x4 __cdecl AZ::Matrix3x4::GetInverseFull(void) const'
EditorServer: Matrix3x4: GetInverseFull could not calculate inverse as determinant was zero<11:54:38> (EditorServer) - Matrix3x4: GetInverseFull could not calculate inverse as determinant was zero
EditorServer: Matrix3x4: ==================================================================<11:54:38> (EditorServer) - Matrix3x4: ==================================================================
EditorServer: Matrix3x4: <11:54:38> (EditorServer) - Matrix3x4: 
EditorServer: ==================================================================<11:54:38> (EditorServer) - ==================================================================
EditorServer: Matrix3x4: Trace::Warning<11:54:38> (EditorServer) - Matrix3x4: Trace::Warning
EditorServer:  C:\git\o3de\Code\Framework\AzCore\AzCore\Math\Matrix3x4.cpp(455): 'class AZ::Matrix3x4 __cdecl AZ::Matrix3x4::GetInverseFull(void) const'<11:54:38> (EditorServer) -  C:\git\o3de\Code\Framework\AzCore\AzCore\Math\Matrix3x4.cpp(455): 'class AZ::Matrix3x4 __cdecl AZ::Matrix3x4::GetInverseFull(void) const'
EditorServer: Matrix3x4: GetInverseFull could not calculate inverse as determinant was zero<11:54:38> (EditorServer) - Matrix3x4: GetInverseFull could not calculate inverse as determinant was zero
EditorServer: Matrix3x4: ==================================================================<11:54:38> (EditorServer) - Matrix3x4: ==================================================================
EditorServer: Matrix3x4: <11:54:38> (EditorServer) - Matrix3x4: 

Steps to reproduce
Steps to reproduce the behavior:

  1. Open Editor
  2. Ctrl-g with editorsv_enabled set to true
  3. Observe the log

Expected behavior
No warning spams

Actual behavior
Warning spam.

Assets required
o3de-multiplayersample with SpawningPerfTest level

Found in Branch
development

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Winidows
  • Version 10
  • CPU i7
  • GPU NVidia 2080 mobile
  • Memory 16GB

Additional context
Editor.log

MPSample SpawningPerfTest Level Doesn't Work

Describe the bug
Levels/SpawningPerfTest no longer works.

Steps to reproduce
Steps to reproduce the behavior:

  1. Open Levels/SpawningPerfTest
  2. Press CTRL+G

Expected behavior
Lots of golden boxes spawn

Actual behavior
Nothing occurs

Found in Branch
Development

MultiplayerSample Project needs to update its reference to the Multiplayer Gem jinja templates

The Multiplayer Sample contains a reference to jinja template files within the Multiplayer Gem that are not available in an SDK layout build.
The multiplayersample_autogen_files.cmake is referencing jinja template files from the Engine Source, which doesn't get copied to the Install SDK layout due to being in a private directory.

Furthermore that cmake file hardcodes the directory of the Multiplayer Gem location to be ${LY_ROOT_FOLDER}/Gems/Multiplayer which isn't portable and would cause the MultiplayerSample project to fail to configure if the Multiplayer Gem was relocated outside of the Engine Source Repo or the folder was renamed.

Instead what should be done is to access the source directory of the Multiplayer Gem, that way the Multiplayer Gem can be relocated without breaking the Multiplayer Sample project
Running the get_property(multiplayer_gem_source_dir TARGET Multiplayer PROPERTY SOURCE_DIR) command can be used to lookup the source directory without using a generator expression

NvCloth and Blast gems define the server target and are built for the dedicated server

Describe the bug
From my recent test, NvCloth and Blast gems are built for the MultiplayerSample dedicated server target, but they are not required to run the server. This issue increases the build time and package size for the server target.

Steps to reproduce
Steps to reproduce the behavior:

  1. Clone MultiplayerSample
  2. Configure and build the MultiplayerSample.ServerLauncher target
  3. Check the build folder for NvCloth and Blast related libraries

Expected behavior

  • Gems that are not required by the dedicated server do not define the server target.
  • Unused libraries are not built for the server launcher.

Actual behavior
NvCloth and Blast related libraries were built for the server launcher but may not actually be in use.

Found in Branch
Development

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Windows

Additional context
I tried to remove the server targets defined for the NvCloth/Blast Gems and rebuilt the server. Verified that the dedicated server could launch without issue.

Crash in NetworkTransformComponent on the server and clients when spawning a network spawnable

Repro:

  1. create a new level or modify an existing level
  2. spawn a prefab with network components on them, just net binding + net transform component is enough
  3. launch the server stand-alone

Result:
Crashes, it looks the issue is that m_entityPreRenderEventHandler is invalid - 0x1668

GetNetBindComponent()->AddEntityPreRenderEventHandler(m_entityPreRenderEventHandler);

 	Multiplayer.dll!AZ::EventHandler<float>::Connect(AZ::Event<float> & event) Line 127	C++
>	Multiplayer.dll!Multiplayer::NetworkTransformComponent::OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) Line 52	C++
 	Multiplayer.dll!Multiplayer::NetworkTransformComponentBase::Activate() Line 472	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZ::Entity::ActivateComponent(AZ::Component & component) Line 399	C++
 	MultiplayerSample.ServerLauncher.exe!AZ::Entity::Activate() Line 205	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::GameEntityContextComponent::OnContextEntitiesAdded(const AZStd::vector<AZ::Entity *,AZStd::allocator> & entities) Line 230	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AzFramework::EntityContext::HandleEntitiesAdded(const AZStd::vector<AZ::Entity *,AZStd::allocator> &) Line 178	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AzFramework::EntityContext::InitContext::__l2::<lambda_1>::operator()(const AZStd::vector<AZ::Entity *,AZStd::allocator> &) Line 128	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::Internal::INVOKE(AzFramework::EntityContext::InitContext::__l2::<lambda_1> &) Line 208	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::invoke(AzFramework::EntityContext::InitContext::__l2::<lambda_1> &) Line 39	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::Internal::function_util::invoke_void_return_wrapper<void>::call(AzFramework::EntityContext::InitContext::__l2::<lambda_1> &) Line 40	C++
 	MultiplayerSample.ServerLauncher.exe!AZStd::Internal::function_util::get_invoker<void __cdecl(AZStd::vector<AZ::Entity *,AZStd::allocator> const &),AZStd::Internal::function_util::function_obj_tag,AZStd::allocator>::call<`AzFramework::EntityContext::InitContext'::`2'::<lambda_1>>(AZStd::Internal::function_util::function_buffer & function_obj_ptr, const AZStd::vector<AZ::Entity *,AZStd::allocator> & <args_0>) Line 171	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::SliceEntityOwnershipService::AddEntity(AZ::Entity * entity) Line 118	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::Internal::INVOKE(void(AzFramework::GameEntityContextRequests::*)(AZ::Entity *) &&) Line 177	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::invoke(void(AzFramework::GameEntityContextRequests::*)(AZ::Entity *) &&) Line 39	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZ::EBusEventProcessingPolicy::Call(void(AzFramework::GameEntityContextRequests::*)(AZ::Entity *) &&) Line 437	C++
 	MultiplayerSample.ServerLauncher.exe!AZ::Internal::EBusContainer<AzFramework::GameEntityContextRequests,AzFramework::GameEntityContextRequests,0,0>::Dispatcher<AZ::EBus<AzFramework::GameEntityContextRequests,AzFramework::GameEntityContextRequests>>::Broadcast<void (__cdecl AzFramework::GameEntityContextRequests::*)(AZ::Entity *),AZ::Entity * &>(void(AzFramework::GameEntityContextRequests::*)(AZ::Entity *) && func, AZ::Entity * & <args_0>) Line 1541	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::SpawnableEntitiesManager::ProcessRequest(AzFramework::SpawnableEntitiesManager::SpawnAllEntitiesCommand & request) Line 503	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::variant_detail::visitor::impl::visit_alt(AZStd::variant_detail::visitor::variant::value_visitor<`AzFramework::SpawnableEntitiesManager::ProcessQueue'::`15'::<lambda_2>> &&) Line 208	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::variant_detail::visitor::variant::visit_alt(AZStd::variant_detail::visitor::variant::value_visitor<`AzFramework::SpawnableEntitiesManager::ProcessQueue'::`15'::<lambda_2>> &&) Line 339	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::variant_detail::visitor::variant::visit_value(AzFramework::SpawnableEntitiesManager::ProcessQueue::__l15::<lambda_2> &&) Line 356	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::visit(AzFramework::SpawnableEntitiesManager::ProcessQueue::__l15::<lambda_2> &&) Line 297	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::SpawnableEntitiesManager::ProcessQueue(AzFramework::SpawnableEntitiesManager::Queue & queue) Line 266	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::SpawnableEntitiesManager::ProcessQueue(AzFramework::SpawnableEntitiesManager::CommandQueuePriority priority) Line 217	C++
 	MultiplayerSample.ServerLauncher.exe!AzFramework::SpawnableSystemComponent::OnTick(float __formal, AZ::ScriptTimePoint __formal) Line 50	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::Internal::INVOKE(void(AZ::TickEvents::*)(float, AZ::ScriptTimePoint) &) Line 177	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZStd::invoke(void(AZ::TickEvents::*)(float, AZ::ScriptTimePoint) &) Line 39	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!AZ::EBusEventProcessingPolicy::Call(void(AZ::TickEvents::*)(float, AZ::ScriptTimePoint) &) Line 437	C++
 	MultiplayerSample.ServerLauncher.exe!AZ::Internal::EBusContainer<AZ::TickEvents,AZ::TickEvents,0,2>::Dispatcher<AZ::EBus<AZ::TickEvents,AZ::TickEvents>>::Broadcast<void (__cdecl AZ::TickEvents::*)(float,AZ::ScriptTimePoint),float const &,AZ::ScriptTimePoint>(void(AZ::TickEvents::*)(float, AZ::ScriptTimePoint) && func, const float & <args_0>, AZ::ScriptTimePoint && <args_1>) Line 1360	C++
 	MultiplayerSample.ServerLauncher.exe!AZ::ComponentApplication::Tick() Line 1428	C++
 	[Inline Frame] MultiplayerSample.ServerLauncher.exe!?A0xf0e323a2::RunMainLoop(AzGameFramework::GameApplication &) Line 114	C++
 	MultiplayerSample.ServerLauncher.exe!O3DELauncher::Run(const O3DELauncher::PlatformMainInfo & mainInfo) Line 564	C++
 	MultiplayerSample.ServerLauncher.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 35	C++

The client is asserting in a very similar manner:

(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\EBus\Event.inl (127) : AZ::EventHandler<float>::Connect
(EditorServer) - : C:\git\o3de\Gems\Multiplayer\Code\Source\Components\NetworkTransformComponent.cpp (52) : Multiplayer::NetworkTransformComponent::OnActivate
(EditorServer) - : C:\git\o3de\build\External\Multiplayer-fbecaa8b\Code\Azcg\Generated\Source\AutoGen\NetworkTransformComponent.AutoComponent.cpp (472) : Multiplayer::NetworkTransformComponentBase::Activate
(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\Component\Entity.cpp (205) : AZ::Entity::Activate
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Entity\GameEntityContextComponent.cpp (230) : AzFramework::GameEntityContextComponent::OnContextEntitiesAdded
(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\std\function\function_template.h (171) : AZStd::Internal::function_util::get_invoker<void __cdecl(AZStd::vector<AZ::Entity *,AZStd::allocator> const &),AZStd::Internal::function_util::function_obj_tag,AZStd::alloc
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Entity\SliceEntityOwnershipService.cpp (118) : AzFramework::SliceEntityOwnershipService::AddEntity
(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\EBus\Internal\BusContainer.h (1541) : AZ::Internal::EBusContainer<AzFramework::GameEntityContextRequests,AzFramework::GameEntityContextRequests,0,0>::Dispatcher<AZ::EBus<AzFramework::GameEntityContextRequests,AzFr
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Spawnable\SpawnableEntitiesManager.cpp (503) : AzFramework::SpawnableEntitiesManager::ProcessRequest
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Spawnable\SpawnableEntitiesManager.cpp (266) : AzFramework::SpawnableEntitiesManager::ProcessQueue
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Spawnable\SpawnableEntitiesManager.cpp (217) : AzFramework::SpawnableEntitiesManager::ProcessQueue
(EditorServer) - : C:\git\o3de\Code\Framework\AzFramework\AzFramework\Spawnable\SpawnableSystemComponent.cpp (50) : AzFramework::SpawnableSystemComponent::OnTick
(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\EBus\Internal\BusContainer.h (1360) : AZ::Internal::EBusContainer<AZ::TickEvents,AZ::TickEvents,0,2>::Dispatcher<AZ::EBus<AZ::TickEvents,AZ::TickEvents> >::Broadcast<void (__cdecl AZ::TickEvents::*)(float,AZ::Scri
(EditorServer) - : C:\git\o3de\Code\Framework\AzCore\AzCore\Component\ComponentApplication.cpp (1428) : AZ::ComponentApplication::Tick
(EditorServer) - : C:\git\o3de\Code\LauncherUnified\Launcher.cpp (564) : O3DELauncher::Run
(EditorServer) - : C:\git\o3de\Code\LauncherUnified\Platform\Windows\Launcher_Windows.cpp (35) : WinMain

Chaining RPC calls don't function as expected in response to player health event

Describe the bug
During the course of trying to implement #148 , could not get player position/armor/coin updates to take effect via call to Server-->Authority RPC on NetworkMatchComponent. However, the same logic does work when the corresponding controller directly implements PlayerMatchLifecycleBus::Handler

Steps to reproduce
Steps to reproduce the behavior:

  1. pull down https://github.com/allisaurus/o3de-multiplayersample/commits/respawn-rpc
  2. build server& game launcher, then run editor
  3. hit ctrl + g to play game, stand in front of energy cannon to deplete armor.
  4. when armor reaches 0, observe NetworkMatchComponent::OnPlayerArmorZero(...) fires and calls RPC_PlayerArmorZero(playerEntity)
  5. no changes to player position or resources are observed.

Expected behavior
Player would respawn with full health and diminished coins on call to HandleRPC_PlayerArmorZero()

screenshot of log of handle method firing on server
image

Actual behavior
Player doesn't respawn and to effects to player resources are observed.

Assets required
Code that repros problem here: https://github.com/allisaurus/o3de-multiplayersample/commits/respawn-rpc

Found in Branch
built off of https://github.com/aws-lumberyard-dev/o3de-multiplayersample/tree/GameJam_2022_07

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Windows 10
  • GPU: NVidia RTX 3070
  • Memory: 30gb

Additional context
A similar call pattern is made in response to PlayerActivate in this component and seems to work. Unclear if there's a substantive difference in event origin or anything else that'd make this call path different in some way.

MPS crashes when server is not built

Describe the bug
After installing and building the multiplayer sample, I run the sample level and it crashes when server is not built .

Steps to reproduce
Steps to reproduce the behavior:

  1. Open SampleBase
  2. Press CTRL+G

Expected behavior
I expect it to run the game or if no server is included get an error message

Actual behavior
Crashes

Found in Branch
Dev

Desktop/Device (please complete the following information):
PC Windows

Choppy camera

Bug description

Controlling the camera using a mouse are broken.

Steps to reproduce

  1. Compile engine as SDK and manually copying jinja templates (see #44 for details).
  2. Compile the project.
  3. Start client and server by typing host and connection command using in-game console (--console-command-file is broken, see #49).
  4. Try to rotate camera using mouse.

Expected behavior

Player camera rotates with mouse movements.

Current behavior

I can't record a normal video where it can be seen because of #50. But trust me, the behavior is weird, you will notice it right after first mouse movement.

MultiplayerSample.ServerLauncher crashes when load the SampleBase level on Linux

Describe the bug
MultiplayerSample.ServerLauncher crashes each time when it loads the SampleBase level. Note that the launcher runs normally when no level is loaded. Asset Processor failed to process most of the image assets (e.g. png, tif, etc.)
Steps to reproduce
Steps to reproduce the behavior:

  1. Build Asset Processor, MultiplayerSample.ServerLauncher and MultiplayerSample.GameLauncher on Linux
  2. Launcher the server following the instructions at https://github.com/o3de/o3de-multiplayersample/blob/development/README.md

Expected behavior
Launcher loads the SampleBase level successfully

Actual behavior
Launcher crashed

Found in Branch
devevelopment@ecb0eceb

Desktop/Device (please complete the following information):

  • Device: Linux
  • OS: Linux
  • Version 20.04.3 LTS

Additional context
Log attached
Server.log

Connection cannot be established successfully between an Android client and Windows server

Describe the bug
When tried to connect an Android client to a Windows server, I got log messages on both of the client and server side about the outgoing/incoming connection. However, the connection wasn't established successfully and the client didn't load any level.

Steps to reproduce
Steps to reproduce the behavior:

  1. Build Asset Processor and MultiplayerSample.ServerLauncher on Windows
  2. Create self-signed certificate using OpenSSL. Add the certificate and private key files under the project root.
  3. Create an autoexec.game.setreg file under the project Registry folder with the following content:
{
    "O3DE": {
        "Autoexec": {
            "ConsoleCommands": {
                "net_UdpUseEncryption": "true",
                "net_TcpUseEncryption": "true",
                "net_SslExternalCertificateFile": "<certificate_file_name>.pem",
                "net_SslExternalPrivateKeyFile": "<private_key_name>.pem",
                "net_SslExternalContextPassword": "<password>"
            }
        }
    }
}
  1. Modify https://github.com/o3de/o3de-multiplayersample/blob/development/autoexec.cfg to add the connect <windows_server_ip> command
  2. Process all the Android and Windows assets using Asset Processor
  3. Build MultiplayerSample.GameLauncher following O3DE instructions
  4. Deploy MultiplayerSample.GameLauncher to the Android device
  5. Remove the connect <windows_server_ip> command from autoexec.cfg and start MultiplayerSample.ServerLauncher on Windows using the MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg command
  6. Launch MultiplayerSample on the Android device

Expected behavior
Android client is able to connect to the server and game level is loaded successfully

Actual behavior

  • Got a message from the Android client: "New outgoing connection to remote address: 192.168.13.104:33450"
  • Got a message from the Windows server: "<11:07:33> (Logger) - New incoming connection from remote address: 192.168.13.48:44146"
  • No log messages on either the client or the server side about the connection status updates and no level is loaded on the client side.

Screenshots/Video
Server side:
server
Client:
Screenshot_20220331-111329_MultiplayerSample
Screenshot_20220331-111336_MultiplayerSample
Screenshot_20220331-111536_MultiplayerSample

Found in Branch
Latest O3DE dev branch and MultiplayerSample dev branch@8dee2e5f527

Desktop/Device (please complete the following information):

  • Device: PC and Samsung
  • OS: Windows and Android

Additional context
Add any other context about the problem here.
Server(1).log
android_client_log (1).txt

Bug: Build issue due to missing EditorMaterialSystemsComponent

It builds fine in the project manager. But when i try to open the project/editor this happens..

I suspect this is due to recent changes to entities and tick in the multiplayer gem?

I am working on a FPS-Template that i currently want to use this as a base, and I'm at somewhat of a standstill until i have a functioning build of this.

Editor.log:

BackupNameAttachment=" Build(0) 25 Oct 21 (11 24 05)"  -- used by backup system
Log Started at Mon Oct 25 11:24:05 2021
Built on Oct 22 2021 23:37:00
Running 64 bit Windows version
FileVersion: 0.0.0.0
ProductVersion: 0.0.0.0
Using Microsoft (tm) C++ Standard Library implementation
<11:24:05> Loading Config file system_windows_pc.cfg (C:/Users/joshk/Documents/GitHub/fps-template/Cache/pc/system_windows_pc.cfg)
<11:24:05> Loading system configuration from system_windows_pc.cfg...
<11:24:05> Project Path: C:\Users\joshk\Documents\GitHub\fps-template
<11:24:05> Project Name: fps-template
<11:24:05> (Logger) - > cl_assetLoadWarningEnable : true
<11:24:05> (Logger) - > cl_assetLoadWarningMsThreshold : 100
<11:24:05> Loading Config file game.cfg (C:/Users/joshk/Documents/GitHub/fps-template/Cache/pc/game.cfg)
<11:24:05> creating CVarGroups from directory 'Config/CVarGroups' ...
<11:24:05> Loading Config file system_windows_pc.cfg (C:/Users/joshk/Documents/GitHub/fps-template/Cache/pc/system_windows_pc.cfg)
<11:24:05> Loading Config file user.cfg (C:/Users/joshk/Documents/GitHub/fps-template/Cache/pc/config/user.cfg)
<11:24:05> GameName: fps-template
<11:24:05> BuildTime: Oct 22 2021 23:37:00
<11:24:05> [Warning] (Localization) - No localization files found!
<11:24:05> [Warning] (System) - <Audio>: Running without any AudioSystem!
<11:24:05> Time initialization
<11:24:05> Initializing additional systems
<11:24:05> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakWarnOnPakAccessFailures] is already registered
<11:24:05> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [t_Scale] is already registered
<11:24:05> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakMessageInvalidFileAccess] is already registered
<11:24:05> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_report_files_not_found_in_paks] is already registered
<11:24:05> ==================================================================
<11:24:05> Trace::Assert
 C:/Users/joshk/Documents/GitHub/o3de/Code/Legacy/CrySystem/SystemInit.cpp(1473): (22740) 'bool __cdecl CSystem::Init(const struct SSystemInitParams &)'
<11:24:05> Error initializing the Cinematic System. Please check that the Maestro Gem is enabled for this project.
<11:24:05> ------------------------------------------------
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Legacy\CrySystem\SystemInit.cpp (1474) : CSystem::Init
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Legacy\CrySystem\DllMain.cpp (100) : CreateSystemInterface
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Editor\GameEngine.cpp (403) : CGameEngine::Init
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Editor\CryEdit.cpp (1051) : CCryEditApp::InitGameSystem
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Editor\CryEdit.cpp (1684) : CCryEditApp::InitInstance
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Editor\CryEdit.cpp (4181) : CryEditMain
<11:24:06> C:\Users\joshk\Documents\GitHub\o3de\Code\Editor\main.cpp (32) : main
<11:24:06> C:\qt_build\Lumberyard3rdPartyQt\qtbase\src\winmain\qtmain_win.cpp (97) : WinMain
<11:24:06> d:\a01\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl (288) : __scrt_common_main_seh
<11:24:06> 00007FF9B1E37034 (KERNEL32) : BaseThreadInitThunk
<11:24:06> 00007FF9B3942651 (ntdll) : RtlUserThreadStart
<11:24:06> ==================================================================
<11:24:06> ====Assert added to ignore list by spec and verbosity setting.====
<11:24:06> ==================================================================
<11:24:06> O3DE could not initialize correctly for the following reason(s):
Error initializing the Cinematic System. Please check that the Maestro Gem is enabled for this project.
<11:24:06> ==================================================================
<11:25:01> System Shutdown

AP-Batch.log:

Thousands of entries, random sampling

~~1635180122102~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | JSON Serialization: Trace::Warning from AssetBuilder
~~1635180122102~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzCore/AzCore/Serialization/Json/JsonSerialization.cpp(458): 'union AZ::JsonSerializationResult::ResultCode __cdecl AZ::JsonSerialization::DefaultIssueReporter(class AZStd::basic_string<char,struct AZStd::char_traits<char>,class AZStd::allocator> &,class AZStd::basic_string_view<char,struct AZStd::char_traits<char> >,union AZ::JsonSerializationResult::ResultCode,class AZStd::basic_string_view<char,struct AZStd::char_traits<char> >)' from AssetBuilder
~~1635180122103~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	Failed to read value for associative container. from AssetBuilder
~~1635180122103~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	    Reason: The operation has halted during a retrieve info operation for '/Entities/Entity_[1163754259827]' because information was missing. from AssetBuilder
~~1635180122103~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | JSON Serialization: Trace::Warning from AssetBuilder
~~1635180122104~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzCore/AzCore/Serialization/Json/JsonSerialization.cpp(458): 'union AZ::JsonSerializationResult::ResultCode __cdecl AZ::JsonSerialization::DefaultIssueReporter(class AZStd::basic_string<char,struct AZStd::char_traits<char>,class AZStd::allocator> &,class AZStd::basic_string_view<char,struct AZStd::char_traits<char> >,union AZ::JsonSerializationResult::ResultCode,class AZStd::basic_string_view<char,struct AZStd::char_traits<char> >)' from AssetBuilder
~~1635180122104~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	Failed to load instance information for prefab from AssetBuilder
~~1635180122104~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Warn | >	    Reason: The operation has halted during a retrieve info operation because information was missing. from AssetBuilder
~~1635180122104~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Info | Prefab Builder: Cleaning up. from AssetBuilder
~~1635180122105~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Info | Prefab Builder: Prefab processing completed. from AssetBuilder
~~1635180122105~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | Info | 6 errors, 21 warnings from AssetBuilder
~~1635180122105~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | ERROR | Prefab: Trace::Error from AssetBuilder
~~1635180122105~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | ERROR | >	C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzToolsFramework/AzToolsFramework/Prefab/PrefabDomUtils.cpp(223): 'bool __cdecl AzToolsFramework::Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(class AzToolsFramework::Prefab::Instance &,const class rapidjson_ly::GenericDocument<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator>,class rapidjson_ly::CrtAllocator> &,class AZStd::vector<class AZ::Data::Asset<class AZ::Data::AssetData>,class AZStd::allocator> &,enum AzToolsFramework::Prefab::PrefabDomUtils::LoadFlags)' from AssetBuilder
~~1635180122106~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | ERROR | >	Failed to de-serialize Prefab Instance from Prefab DOM. Unable to proceed. from AssetBuilder
~~1635180122106~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | ERROR | Prefabs: Trace::Error from AssetBuilder
~~1635180122106~~1~~00000000000048FC~~AssetProcessor~~JOB LOG: 10/25/2021 11:42 AM | ERROR | >	C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzToolsFramework/AzToolsFramework/Prefab/Spawnable/PrefabCatchmentProcessor.cpp(94): 'void __cdecl AzToolsFramework::Prefab::PrefabConversionUtils::PrefabCatchmentProcessor::ProcessPrefab(class AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessorContext &,class AZStd::basic_string_view<char,struct AZStd::char_traits<char> >,class rapidjson_ly::GenericDocument<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator>,class rapidjson_ly::CrtAllocator> &,enum AZ::DataStream::StreamType)' from AssetBuilder

MaterialEditor.log:

==================================================================
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     Trace::Warning
 C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzCore/AzCore/Module/ModuleManager.cpp(37): 'bool __cdecl AZ::ShouldUseSystemComponent(const class AZ::ComponentDescriptor &,const class AZStd::vector<class AZ::Crc32,class AZStd::allocator> &,const class AZ::SerializeContext &)'
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     Component type ContainerEntitySystemComponent not reflected to SerializeContext!
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     ==================================================================
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     
==================================================================
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     Trace::Warning
 C:/Users/joshk/Documents/GitHub/o3de/Code/Framework/AzCore/AzCore/Module/ModuleManager.cpp(37): 'bool __cdecl AZ::ShouldUseSystemComponent(const class AZ::ComponentDescriptor &,const class AZStd::vector<class AZ::Crc32,class AZStd::allocator> &,const class AZ::SerializeContext &)'
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     Component type FocusModeSystemComponent not reflected to SerializeContext!
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     ==================================================================
2021-10-23T11:21:03{0000000000008B94}[Module Manager]     
==================================================================

SpawnIfAuthority.scriptcanvas Broken

Describe the bug
SpawnIfAuthority.scriptcanvas is failing in AssetProcessor (AP)

Steps to reproduce
Steps to reproduce the behavior:

  1. Open MultiplayerSample's asset processor
  2. Notice SpawnIfAuthority.scriptcanvas error

Expected behavior
No AP errors

Actual behavior
SpawnIfAuthority.scriptcanvas errors.

4/27/2022 8:57 AM | ERROR | Failed processing C:/prj/MultiplayerSample/scriptcanvas/SpawnIfAuthority.scriptcanvas from Error
4/27/2022 8:57 AM | ERROR | CreateJobs of scriptcanvas/SpawnIfAuthority.scriptcanvas has failed. from Error
4/27/2022 8:57 AM | ERROR | This is often because the asset is corrupt. from Error
4/27/2022 8:57 AM | ERROR | Please load it in the editor to see what might be wrong. from Error
4/27/2022 8:57 AM | Info | Request started builder [391314726C884B919E18A8864C1F4F6F] task (create) scriptcanvas/SpawnIfAuthority.scriptcanvas from AssetProcessor
4/27/2022 8:57 AM | Info | AssetBuilder: Source = C:/prj/MultiplayerSample\scriptcanvas/SpawnIfAuthority.scriptcanvas from AssetBuilder
4/27/2022 8:57 AM | Info | AssetBuilder: Platforms = pc from AssetBuilder
4/27/2022 8:57 AM | Info | ScriptCanvasBuilder: Start Creating Job: C:\prj\MultiplayerSample\scriptcanvas\SpawnIfAuthority.scriptcanvas from AssetBuilder
4/27/2022 8:57 AM | Info | System: from AssetBuilder
4/27/2022 8:57 AM | Info | ================================================================== from AssetBuilder
4/27/2022 8:57 AM | Info | System: Trace::Assert from AssetBuilder
4/27/2022 8:57 AM | Info |  C:\Users\genewalt\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson/document.h(1231): (33576) 'class rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> > &__cdecl rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> >::operator []<class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator>>(const class rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> > &)' from AssetBuilder
4/27/2022 8:57 AM | Info | System: Assert[rapidjson]: false from AssetBuilder
4/27/2022 8:57 AM | ERROR | Assert[rapidjson]: false from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\Users\genewalt\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson\document.h (1211) : rapidjson_ly::GenericValue<rapidjson_ly::UTF8<char>,rapidjson_ly::MemoryPoolAllocator<rapidjson_ly::CrtAllocator> >::operator[]<c from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\ObjectStream.cpp (2094) : AZ::ObjectStreamInternal::ObjectStreamImpl::Start from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\ObjectStream.cpp (2200) : AZ::ObjectStream::LoadBlocking from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\SerializationUtils.cpp (63) : AZ::Utils::LoadObjectFromStreamInPlace from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\SerializationUtils.cpp (96) : AZ::Utils::LoadObjectFromStreamInPlace from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Gems\ScriptCanvas\Code\Editor\Assets\ScriptCanvasFileHandling.cpp (291) : ScriptCanvasEditor::LoadFromFile from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp (53) : ScriptCanvasBuilder::Worker::CreateJobs from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Tools\AssetProcessor\AssetBuilder\AssetBuilderComponent.cpp (951) : AssetBuilderComponent::JobThread from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\std\parallel\internal\thread_WinAPI.cpp (38) : AZStd::Internal::thread_run_function from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF992291BB2 (ucrtbase) : configthreadlocale from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF992CA7034 (KERNEL32) : BaseThreadInitThunk from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF994722651 (ntdll) : RtlUserThreadStart from AssetBuilder
4/27/2022 8:57 AM | Info | System: ================================================================== from AssetBuilder
4/27/2022 8:57 AM | Info | System: from AssetBuilder
4/27/2022 8:57 AM | Info | ================================================================== from AssetBuilder
4/27/2022 8:57 AM | Info | System: Trace::Assert from AssetBuilder
4/27/2022 8:57 AM | Info |  C:\Users\genewalt\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson/document.h(1803): (33576) 'unsigned int __cdecl rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> >::GetUint(void) const' from AssetBuilder
4/27/2022 8:57 AM | Info | System: Assert[rapidjson]: data_.f.flags & kUintFlag from AssetBuilder
4/27/2022 8:57 AM | ERROR | Assert[rapidjson]: data_.f.flags & kUintFlag from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\Users\genewalt\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson\document.h (1803) : rapidjson_ly::GenericValue<rapidjson_ly::UTF8<char>,rapidjson_ly::MemoryPoolAllocator<rapidjson_ly::CrtAllocator> >::GetUint from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\ObjectStream.cpp (2097) : AZ::ObjectStreamInternal::ObjectStreamImpl::Start from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\ObjectStream.cpp (2200) : AZ::ObjectStream::LoadBlocking from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\SerializationUtils.cpp (63) : AZ::Utils::LoadObjectFromStreamInPlace from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\AzCore\Serialization\SerializationUtils.cpp (96) : AZ::Utils::LoadObjectFromStreamInPlace from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Gems\ScriptCanvas\Code\Editor\Assets\ScriptCanvasFileHandling.cpp (291) : ScriptCanvasEditor::LoadFromFile from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp (53) : ScriptCanvasBuilder::Worker::CreateJobs from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Tools\AssetProcessor\AssetBuilder\AssetBuilderComponent.cpp (951) : AssetBuilderComponent::JobThread from AssetBuilder
4/27/2022 8:57 AM | Info | : C:\prj\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\std\parallel\internal\thread_WinAPI.cpp (38) : AZStd::Internal::thread_run_function from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF992291BB2 (ucrtbase) : configthreadlocale from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF992CA7034 (KERNEL32) : BaseThreadInitThunk from AssetBuilder
4/27/2022 8:57 AM | Info | : 00007FF994722651 (ntdll) : RtlUserThreadStart from AssetBuilder
4/27/2022 8:57 AM | Info | System: ================================================================== from AssetBuilder
4/27/2022 8:57 AM | Warn | Serialization: Trace::Warning from AssetBuilder
4/27/2022 8:57 AM | Warn | >	C:/prj/o3de/Code/Framework/AzCore/AzCore/Serialization/SerializationUtils.cpp(66): 'bool __cdecl AZ::Utils::LoadObjectFromStreamInPlace(class AZ::IO::GenericStream &,class AZ::SerializeContext *,const class AZ::SerializeContext::ClassData *,void *,const struct AZ::ObjectStream::FilterDescriptor &)' from AssetBuilder
4/27/2022 8:57 AM | Warn | >	LoadObjectFromStreamInPlace: Did not find the expected type in the stream from AssetBuilder
4/27/2022 8:57 AM | Info | ScriptCanvasBuilder: Failed to load the file: C:\prj\MultiplayerSample\scriptcanvas\SpawnIfAuthority.scriptcanvas from AssetBuilder
4/27/2022 8:57 AM | Info | 2 errors, 1 warnings from AssetBuilder
4/27/2022 8:57 AM | DEBUG | Job request written to C:/prj/MultiplayerSample/user/AssetProcessorTemp/JobTemp-qxgTAX/request.xml from Debug
4/27/2022 8:57 AM | DEBUG | To re-run this request manually, run AssetBuilder with the following parameters: from Debug
4/27/2022 8:57 AM | DEBUG | -task="create" -id="" -project-name="MultiplayerSample" -project-cache-path="C:/prj/MultiplayerSample/Cache" -project-path="C:\prj\MultiplayerSample" -engine-path="C:\prj\o3de" -port=45643 -input="C:/prj/MultiplayerSample/user/AssetProcessorTemp/JobTemp-qxgTAX/request.xml" -output="C:/prj/MultiplayerSample/user/AssetProcessorTemp/JobTemp-qxgTAX/response.xml" --regset="/Amazon/AzCore/Bootstrap/project_path=C:\prj\MultiplayerSample" --regset="/Amazon/AzCore/Bootstrap/engine_path=C:\prj\o3de" --regset="/Amazon/AzCore/Bootstrap/project_path=C:\prj\MultiplayerSample" from Debug
4/27/2022 8:57 AM | Info | Request stopped builder [391314726C884B919E18A8864C1F4F6F] task (create) scriptcanvas/SpawnIfAuthority.scriptcanvas from AssetProcessor
4/27/2022 8:57 AM | ERROR | Builder indicated that the job has failed. from Error

Assets required
Provide sample assets needed to reproduce the issue.

Screenshots/Video
image

Found in Branch
development

Desktop/Device (please complete the following information):

  • OS: Linux and Windows

[ServerLauncher] Server launcher couldn't start due to the missing CrySystem.dll

Repro Steps

  1. Build and run the Asset Processor to process all the assets for MultiplayerSample
  2. Clear the build folder build\windows_vs2019\bin\profile
  3. Build the MultiplayerSample.ServerLauncher target
  4. Launch the server launcher from CLI: MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg -bg_ConnectToAssetProcessor=0

Expected Result

Server can be launched without issues

Actual Result

Got the following popup error and no log file is generated:
image

The current workaround is to build CrySystem.dll manually for the server launcher.

o3de-multiplayersample project fails to configure

Describe the bug
Trying to configure and build the o3de-multiplayersample project cloned from https://github.com/aws-lumberyard-dev/o3de-multiplayersample will fail during the configuration process.

This occurs regardless of the configuration method used. Configuring with either Powershell or Project Manager results in the same errors.

For further information please refer to the attached CMakeProjectBuildError.log file.

Steps to reproduce

  1. Obtain the latest o3de build.
  2. Clone o3de-multiplayersample project from https://github.com/aws-lumberyard-dev/o3de-multiplayersample into the o3de directory.
  3. Run the cmake -B build/windows_vs2019 -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packages -DLY_UNITY_BUILD=ON -DLY_PROJECTS=o3de-multiplayersample command.

Expected behavior
The project configures successfully.

Actual behavior
The project fails to configure.

Found in Branch
Stabilization_2110 (9dac727)

Desktop/Device:

  • Device: PC
  • OS: Windows
  • Version: 10 Pro
  • CPU: AMD Ryzen 7 2700X
  • GPU: AMD Radeon Pro Duo
  • Memory: 16GB

Additional context

CMakeProjectBuildError.log

Missing file MultiplayerSample.GameLauncher

Getting the following error when trying to build:

  CMake Error at cmake/Gems.cmake:279 (message):
    ly_set_gem_variant_to_load specified TARGET
    'MultiplayerSample.GameLauncher' but no such target was found.
  Call Stack (most recent call first):
    CMakeLists.txt:106 (ly_enable_gems_delayed)
  
  
  -- Configuring incomplete, errors occurred!
  See also "D:/o3de/Projects/o3de-multiplayersample/build/CMakeFiles/CMakeOutput.log".
  See also "D:/o3de/Projects/o3de-multiplayersample/build/CMakeFiles/CMakeError.log".
  MSBUILD : error MSB1009: Project file does not exist.
  Switch: Editor.vcxproj
  Press any key to continue . . .
Click to expand!
-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.19043.
-- The C compiler identification is MSVC 19.29.30040.0
-- The CXX compiler identification is MSVC 19.29.30040.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools/VC/Tools/MSVC/14.29.30037/bin/Hostx64/x64/cl.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools/VC/Tools/MSVC/14.29.30037/bin/Hostx64/x64/cl.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Using package C:/Users/orrbu/.o3de/3rdParty/packages/zlib-1.2.11-rev5-windows
-- Using package C:/Users/orrbu/.o3de/3rdParty/packages/qt-5.15.2-rev4-windows
-- Using package C:/O3DE/0.0.0.0/python/runtime/python-3.7.10-rev2-windows
-- Using Python 3.7.10 at C:/O3DE/0.0.0.0/python/runtime/python-3.7.10-rev2-windows/python/python.exe
-- Python: Getting/Checking packages listed in C:/O3DE/0.0.0.0/python/requirements.txt
-- Python: Getting/Checking packages listed in C:/O3DE/0.0.0.0/python/requirements.txt - Already up to date.
-- Python: linking C:/O3DE/0.0.0.0/Tools/LyTestTools into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/Tools/RemoteConsole/ly_remote_console into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages... - Failed to install C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools: ERROR: C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools is not a valid editable requirement. It should either be a path to a local project or a VCS URL (beginning with svn+, git+, hg+, or bzr+).
 - use CMAKE_MESSAGE_LOG_LEVEL to VERBOSE for more information
-- Python: linking C:/O3DE/0.0.0.0/scripts/o3de into python site-packages...
CMake Error at C:/O3DE/0.0.0.0/cmake/FileUtil.cmake:34 (message):
  File
  C:/O3DE/0.0.0.0/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Common.jinja
  referenced in multiplayersample_autogen_files.cmake not found
Call Stack (most recent call first):
  C:/O3DE/0.0.0.0/cmake/LYWrappers.cmake:116 (ly_include_cmake_file_list)
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:10 (ly_add_target)


CMake Error at C:/O3DE/0.0.0.0/cmake/FileUtil.cmake:34 (message):
  File
  C:/O3DE/0.0.0.0/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Header.jinja
  referenced in multiplayersample_autogen_files.cmake not found
Call Stack (most recent call first):
  C:/O3DE/0.0.0.0/cmake/LYWrappers.cmake:116 (ly_include_cmake_file_list)
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:10 (ly_add_target)


CMake Error at C:/O3DE/0.0.0.0/cmake/FileUtil.cmake:34 (message):
  File
  C:/O3DE/0.0.0.0/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Source.jinja
  referenced in multiplayersample_autogen_files.cmake not found
Call Stack (most recent call first):
  C:/O3DE/0.0.0.0/cmake/LYWrappers.cmake:116 (ly_include_cmake_file_list)
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:10 (ly_add_target)


CMake Error at C:/O3DE/0.0.0.0/cmake/FileUtil.cmake:34 (message):
  File
  C:/O3DE/0.0.0.0/Gems/Multiplayer/Code/Source/AutoGen/AutoComponentTypes_Header.jinja
  referenced in multiplayersample_autogen_files.cmake not found
Call Stack (most recent call first):
  C:/O3DE/0.0.0.0/cmake/LYWrappers.cmake:116 (ly_include_cmake_file_list)
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:10 (ly_add_target)


CMake Error at C:/O3DE/0.0.0.0/cmake/FileUtil.cmake:34 (message):
  File
  C:/O3DE/0.0.0.0/Gems/Multiplayer/Code/Source/AutoGen/AutoComponentTypes_Source.jinja
  referenced in multiplayersample_autogen_files.cmake not found
Call Stack (most recent call first):
  C:/O3DE/0.0.0.0/cmake/LYWrappers.cmake:116 (ly_include_cmake_file_list)
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:10 (ly_add_target)


CMake Deprecation Warning at C:/O3DE/0.0.0.0/cmake/Gems.cmake:179 (message):
  The TARGETS and VARIANTS arguments to "ly_enable_gems" is deprecated.

  Please use the "ly_set_gem_variant_to_load" function directly to associate
  a Target with a Gem Variant.

  This function will forward the TARGETS and VARIANTS arguments to
  "ly_set_gem_variant_to_load" for now, but this functionality will be
  removed.
Call Stack (most recent call first):
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:70 (ly_enable_gems)


CMake Deprecation Warning at C:/O3DE/0.0.0.0/cmake/Gems.cmake:179 (message):
  The TARGETS and VARIANTS arguments to "ly_enable_gems" is deprecated.

  Please use the "ly_set_gem_variant_to_load" function directly to associate
  a Target with a Gem Variant.

  This function will forward the TARGETS and VARIANTS arguments to
  "ly_set_gem_variant_to_load" for now, but this functionality will be
  removed.
Call Stack (most recent call first):
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:77 (ly_enable_gems)


CMake Deprecation Warning at C:/O3DE/0.0.0.0/cmake/Gems.cmake:179 (message):
  The TARGETS and VARIANTS arguments to "ly_enable_gems" is deprecated.

  Please use the "ly_set_gem_variant_to_load" function directly to associate
  a Target with a Gem Variant.

  This function will forward the TARGETS and VARIANTS arguments to
  "ly_set_gem_variant_to_load" for now, but this functionality will be
  removed.
Call Stack (most recent call first):
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:86 (ly_enable_gems)


CMake Deprecation Warning at C:/O3DE/0.0.0.0/cmake/Gems.cmake:179 (message):
  The TARGETS and VARIANTS arguments to "ly_enable_gems" is deprecated.

  Please use the "ly_set_gem_variant_to_load" function directly to associate
  a Target with a Gem Variant.

  This function will forward the TARGETS and VARIANTS arguments to
  "ly_set_gem_variant_to_load" for now, but this functionality will be
  removed.
Call Stack (most recent call first):
  D:/o3de/Projects/o3de-multiplayersample/Gem/Code/CMakeLists.txt:92 (ly_enable_gems)


CMake Error at CMakeLists.txt:67 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Assets

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:68 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Code

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:69 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/python

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:70 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Registry

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:71 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/scripts

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:72 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Templates

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:73 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Tools

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Achievements

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AssetMemoryAnalyzer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AssetValidation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Atom

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AtomLyIntegration

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AudioEngineWwise

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AudioSystem

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSClientAuth

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSCore

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSGameLift

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSMetrics

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/BarrierInput

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Blast

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Camera

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CameraFramework

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CertificateManager

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CrashReporting

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CustomAssetExample

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/DebugDraw

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/EditorPythonBindings

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/EMotionFX

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ExpressionEvaluation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/FastNoise

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GameState

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GameStateSamples

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Gestures

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GradientSignal

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GraphCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GraphModel

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/HttpRequestor

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ImGui

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/InAppPurchases

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LandscapeCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LmbrCentral

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LocalUser

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LyShine

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LyShineExamples

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Maestro

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/MessagePopup

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Metastream

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Microphone

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Multiplayer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/MultiplayerCompression

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/NvCloth

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PhysX

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PhysXDebug

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Prefab

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Presence

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Profiler

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PythonAssetBuilder

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/QtForPython

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SaveData

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SceneLoggingExample

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SceneProcessing

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasDeveloper

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasPhysics

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasTesting

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptedEntityTweener

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptEvents

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SliceFavorites

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointCamera

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointInput

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointMovement

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SurfaceData

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Terrain

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TestAssetBuilder

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TextureAtlas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TickBusOrderViewer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Twitch

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Vegetation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/VideoPlaybackFramework

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/VirtualGamepad

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/WhiteBox

  does not contain a CMakeLists.txt file.


CMake Error at cmake/Gems.cmake:279 (message):
  ly_set_gem_variant_to_load specified TARGET
  'MultiplayerSample.GameLauncher' but no such target was found.
Call Stack (most recent call first):
  CMakeLists.txt:106 (ly_enable_gems_delayed)


-- Configuring incomplete, errors occurred!
See also "D:/o3de/Projects/o3de-multiplayersample/build/CMakeFiles/CMakeOutput.log".
See also "D:/o3de/Projects/o3de-multiplayersample/build/CMakeFiles/CMakeError.log".
MSBUILD : error MSB1009: Project file does not exist.
Switch: Editor.vcxproj
Press any key to continue . . .

download.cmd:

Click to expand!
@echo off
git clone --single-branch --branch main https://github.com/o3de/o3de-multiplayersample.git
pause

build.cmd:

Click to expand!
@echo off
SET ProjectName=o3de-multiplayersample
SET ProjectPath=D:\o3de\Projects\%ProjectName%
SET EnginePath=C:\O3DE\0.0.0.0
SET ThirdParty=C:\Users\orrbu\.o3de\3rdParty
call %EnginePath%\scripts\o3de register --this-engine
call %EnginePath%\scripts\o3de register -p %ProjectPath%
call cmake %EnginePath% -B %ProjectPath%\build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="%ThirdParty%" -DLY_PROJECTS="%ProjectPath%" 
call cmake --build %ProjectPath%/build --target Editor MultiplayerSample.GameLauncher --config profile -- /m /nologo 
pause

I also tried without all the fancy fuzz

And this is what happened when I used the engine approach:

Click to expand!
Microsoft Windows [Version 10.0.19043.1288]
(c) Microsoft Corporation. All rights reserved.

C:\O3DE\0.0.0.0>echo o3de-multiplayersample > C:\O3DE\0.0.0.0\.git\info\exclude
The system cannot find the path specified.

C:\O3DE\0.0.0.0>C:\O3DE\0.0.0.0\scripts\o3de register -p C:\O3DE\0.0.0.0\o3de-multiplayersample

C:\O3DE\0.0.0.0>cmake C:\O3DE\0.0.0.0 -B C:\O3DE\0.0.0.0\build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="C:\Users\orrbu\.o3de\3rdParty" -DLY_PROJECTS="C:\O3DE\0.0.0.0\o3de-multiplayersample"
-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.19043.
-- The C compiler identification is MSVC 19.29.30040.0
-- The CXX compiler identification is MSVC 19.29.30040.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools/VC/Tools/MSVC/14.29.30037/bin/Hostx64/x64/cl.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools/VC/Tools/MSVC/14.29.30037/bin/Hostx64/x64/cl.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Using package C:/Users/orrbu/.o3de/3rdParty/packages/zlib-1.2.11-rev5-windows
-- Using package C:/Users/orrbu/.o3de/3rdParty/packages/qt-5.15.2-rev4-windows
-- Using package C:/O3DE/0.0.0.0/python/runtime/python-3.7.10-rev2-windows
-- Using Python 3.7.10 at C:/O3DE/0.0.0.0/python/runtime/python-3.7.10-rev2-windows/python/python.exe
-- Python: Getting/Checking packages listed in C:/O3DE/0.0.0.0/python/requirements.txt
-- Python: Getting/Checking packages listed in C:/O3DE/0.0.0.0/python/requirements.txt - Already up to date.
-- Python: linking C:/O3DE/0.0.0.0/Tools/LyTestTools into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/Tools/RemoteConsole/ly_remote_console into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages...
-- Python: linking C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages... - Failed to install C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools: ERROR: C:/O3DE/0.0.0.0/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools is not a valid editable requirement. It should either be a path to a local project or a VCS URL (beginning with svn+, git+, hg+, or bzr+).
 - use CMAKE_MESSAGE_LOG_LEVEL to VERBOSE for more information
-- Python: linking C:/O3DE/0.0.0.0/scripts/o3de into python site-packages...
CMake Error at CMakeLists.txt:67 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Assets

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:68 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Code

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:69 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/python

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:70 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Registry

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:71 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/scripts

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:72 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Templates

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:73 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Tools

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Achievements

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AssetMemoryAnalyzer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AssetValidation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Atom

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AtomLyIntegration

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AudioEngineWwise

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AudioSystem

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSClientAuth

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSCore

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSGameLift

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/AWSMetrics

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/BarrierInput

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Blast

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Camera

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CameraFramework

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CertificateManager

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CrashReporting

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/CustomAssetExample

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/DebugDraw

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/EditorPythonBindings

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/EMotionFX

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ExpressionEvaluation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/FastNoise

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GameState

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GameStateSamples

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Gestures

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GradientSignal

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GraphCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/GraphModel

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/HttpRequestor

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ImGui

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/InAppPurchases

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LandscapeCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LmbrCentral

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LocalUser

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LyShine

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/LyShineExamples

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Maestro

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/MessagePopup

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Metastream

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Microphone

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Multiplayer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/MultiplayerCompression

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/NvCloth

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PhysX

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PhysXDebug

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Prefab

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Presence

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Profiler

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/PythonAssetBuilder

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/QtForPython

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SaveData

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SceneLoggingExample

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SceneProcessing

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasDeveloper

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasPhysics

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptCanvasTesting

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptedEntityTweener

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/ScriptEvents

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SliceFavorites

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointCamera

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointInput

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/StartingPointMovement

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/SurfaceData

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Terrain

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TestAssetBuilder

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TextureAtlas

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/TickBusOrderViewer

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Twitch

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/Vegetation

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/VideoPlaybackFramework

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/VirtualGamepad

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:97 (add_subdirectory):
  The source directory

    C:/O3DE/0.0.0.0/Gems/WhiteBox

  does not contain a CMakeLists.txt file.


CMake Error at CMakeLists.txt:110 (ly_delayed_generate_static_modules_inl):
  Unknown CMake command "ly_delayed_generate_static_modules_inl".


-- Configuring incomplete, errors occurred!
See also "C:/O3DE/0.0.0.0/build/CMakeFiles/CMakeOutput.log".

flow:

Click to expand!
git clone https://github.com/o3de/o3de-multiplayersample.git C:\O3DE\0.0.0.0\o3de-multiplayersample

C:\O3DE\0.0.0.0\scripts\o3de register -p C:\O3DE\0.0.0.0\o3de-multiplayersample

cmake C:\O3DE\0.0.0.0 -B C:\O3DE\0.0.0.0\build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="C:\Users\orrbu\.o3de\3rdParty" -DLY_PROJECTS="C:\O3DE\0.0.0.0\o3de-multiplayersample"

failed here

I'm trying to make a youtube tutorial video for people around the globe, help me help them

Unable to build o3de-multiplayersample project

Describe the bug
The multiplayersample project fails to build after following the instructions from the readme.md file. During the process multiple errors regarding the PhysX materials are displayed. Launching the Editor afterwards results in several serialization errors being displayed in the Console.
Please refer to the attached files for more details.

Reproducibility: 1/2

Steps to reproduce:

  1. Download the o3de-multiplayersample project.
  2. Follow the instructions from the readme.md file (https://github.com/o3de/o3de-multiplayersample).

Expected behavior
The o3de-multiplayersample builds without any issues.

Actual behavior
The errors are displayed and the Editor does not work correctly.

Screenshots/Video:

CMDErrors

Found in Branch
Development (8d15edf)
branch o3de-multiplayersample

Desktop/Device:
Device: PC
OS: Windows
Version 10
CPU AMD Ryzen 5 3600
GPU Nvidia GeForce RTX 2060 SUPER
Memory 16GB

Additional context
AP_GUI.log
Editor.log
CMDErrors.txt

Demo Level Placards Don't Appear on Server

Describe the bug
The demo level containing various networked and non-networked entity hierarchies contains placards that only appear in editor.

Steps to reproduce
Steps to reproduce the behavior:

  1. Launcher ServerLauncher.exe
  2. Open SampleBase level to view the demo objects

Expected behavior
The placards should appear on server showing what everything is trying to demostrate

Actual behavior
The placards dont appear

Assets required
Provide sample assets needed to reproduce the issue.

Screenshots/Video
image

Found in Branch
development July 26 2022

SpawnifAuthority.scriptcanvas is failing to process in AP

Describe the bug
Development branch:
C:/git/o3de-multiplayersample/scriptcanvas/SpawnIfAuthority.scriptcanvas is failing to process in AP

Steps to reproduce
Steps to reproduce the behavior:

  1. Build o3de-multiplayersample in development branch
  2. Run AP

Expected behavior
All assets are processed.

Actual behavior
C:/git/o3de-multiplayersample/scriptcanvas/SpawnIfAuthority.scriptcanvas
fails with:

~~1646664112199~~3~~0000000000001B44~~Error~~Failed processing C:/git/o3de-multiplayersample/scriptcanvas/SpawnIfAuthority.scriptcanvas
~~1646664112200~~3~~0000000000001B44~~Error~~CreateJobs of scriptcanvas/SpawnIfAuthority.scriptcanvas has failed.
~~1646664112200~~3~~0000000000001B44~~Error~~This is often because the asset is corrupt.
~~1646664112201~~3~~0000000000001B44~~Error~~Please load it in the editor to see what might be wrong.
~~1646664112202~~1~~0000000000001B44~~AssetBuilder~~AssetBuilder: Source = C:/git/o3de-multiplayersample\scriptcanvas/SpawnIfAuthority.scriptcanvas
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~AssetBuilder: Platforms = pc
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~ScriptCanvasBuilder: Start Creating Job
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System:
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~==================================================================
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: Trace::Assert
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~ D:\Users\mrole\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson/document.h(1231): (19156) 'class rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> > &__cdecl rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> >::operator []<class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator>>(const class rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> > &)'
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: Assert[rapidjson]: false
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: ==================================================================
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System:
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~==================================================================
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: Trace::Assert
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~ D:\Users\mrole\.o3de\3rdParty\packages\RapidJSON-1.1.0-rev1-multiplatform\RapidJSON\include\rapidjson/document.h(1803): (19156) 'unsigned int __cdecl rapidjson_ly::GenericValue<struct rapidjson_ly::UTF8<char>,class rapidjson_ly::MemoryPoolAllocator<class rapidjson_ly::CrtAllocator> >::GetUint(void) const'
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: Assert[rapidjson]: data_.f.flags & kUintFlag
~~1646664112203~~1~~0000000000001B44~~AssetBuilder~~System: ==================================================================
~~1646664112203~~2~~0000000000001B44~~AssetBuilder~~Serialization: Trace::Warning
~~1646664112203~~2~~0000000000001B44~~AssetBuilder~~>	C:\git\o3de\Code\Framework\AzCore\AzCore\Serialization\SerializationUtils.cpp(66): 'bool __cdecl AZ::Utils::LoadObjectFromStreamInPlace(class AZ::IO::GenericStream &,class AZ::SerializeContext *,const class AZ::SerializeContext::ClassData *,void *,const struct AZ::ObjectStream::FilterDescriptor &)'
~~1646664112203~~2~~0000000000001B44~~AssetBuilder~~>	LoadObjectFromStreamInPlace: Did not find the expected type in the stream
~~1646664112204~~3~~0000000000001B44~~AssetBuilder~~Assert[rapidjson]: false
~~1646664112204~~3~~0000000000001B44~~AssetBuilder~~Assert[rapidjson]: data_.f.flags & kUintFlag
~~1646664112204~~3~~0000000000001B44~~AssetBuilder~~Graph component is missing from entity.
~~1646664112205~~3~~0000000000001B44~~AssetBuilder~~GraphData is missing from entity
~~1646664112205~~3~~0000000000001B44~~AssetBuilder~~Exception : 0xC0000005 - 'EXCEPTION_ACCESS_VIOLATION' [00007FFC1AC61A3D]
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~ScriptCanvasBuilder: Failed to load the file: C:\git\o3de-multiplayersample\scriptcanvas\SpawnIfAuthority.scriptcanvas
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System:
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~==================================================================
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: Trace::Assert
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~ C:\git\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp(65): (19156) 'void __cdecl ScriptCanvasBuilder::Worker::CreateJobs(const struct AssetBuilderSDK::CreateJobsRequest &,struct AssetBuilderSDK::CreateJobsResponse &) const'
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: Graph component is missing from entity.
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: ==================================================================
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System:
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~==================================================================
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: Trace::Assert
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~ C:\git\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp(66): (19156) 'void __cdecl ScriptCanvasBuilder::Worker::CreateJobs(const struct AssetBuilderSDK::CreateJobsRequest &,struct AssetBuilderSDK::CreateJobsResponse &) const'
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: GraphData is missing from entity
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: ==================================================================
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: ==================================================================
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: Exception : 0xC0000005 - 'EXCEPTION_ACCESS_VIOLATION' [00007FFC1AC61A3D]
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: C:\git\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp (77) : ScriptCanvasBuilder::Worker::CreateJobs
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: C:\git\o3de\Code\Tools\AssetProcessor\AssetBuilder\AssetBuilderComponent.cpp (951) : AssetBuilderComponent::JobThread
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: C:\git\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\std\parallel\internal\thread_WinAPI.cpp (38) : AZStd::Internal::thread_run_function
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: 00007FFCE0D86C0C (ucrtbase) : recalloc
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: 00007FFCE1A354E0 (KERNEL32) : BaseThreadInitThunk
~~1646664112206~~1~~0000000000001B44~~AssetBuilder~~System: 00007FFCE318485B (ntdll) : RtlUserThreadStart
~~1646664112206~~3~~0000000000001B44~~AssetBuilder~~00007FFCE07B2991 (KERNELBASE) : UnhandledExceptionFilter
~~1646664112206~~3~~0000000000001B44~~AssetBuilder~~00007FFCE322A76C (ntdll) : memset
~~1646664112207~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32137D6 (ntdll) : _C_specific_handler
~~1646664112207~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32286EF (ntdll) : _chkstk
~~1646664112208~~3~~0000000000001B44~~AssetBuilder~~00007FFCE31B5AEA (ntdll) : RtlRestoreContext
~~1646664112208~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32276FE (ntdll) : KiUserExceptionDispatcher
~~1646664112209~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp (77) : ScriptCanvasBuilder::Worker::CreateJobs
~~1646664112209~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Tools\AssetProcessor\AssetBuilder\AssetBuilderComponent.cpp (951) : AssetBuilderComponent::JobThread
~~1646664112209~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\std\parallel\internal\thread_WinAPI.cpp (38) : AZStd::Internal::thread_run_function
~~1646664112210~~3~~0000000000001B44~~AssetBuilder~~00007FFCE0D86C0C (ucrtbase) : recalloc
~~1646664112210~~3~~0000000000001B44~~AssetBuilder~~00007FFCE1A354E0 (KERNEL32) : BaseThreadInitThunk
~~1646664112211~~3~~0000000000001B44~~AssetBuilder~~00007FFCE318485B (ntdll) : RtlUserThreadStart
~~1646664112211~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Framework\AzCore\AzCore\Debug\Trace.cpp (236) : AZ::Debug::Trace::Terminate
~~1646664112212~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Tools\AssetProcessor\AssetBuilder\TraceMessageHook.cpp (137) : AssetBuilder::TraceMessageHook::OnException
~~1646664112212~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Framework\AzCore\AzCore\EBus\Internal\BusContainer.h (1400) : AZ::Internal::EBusContainer<AZ::Debug::TraceMessageEvents,AZ::Debug::TraceMessageEvents,0,1>::Dispatcher<AZ::EBus<AZ::Debug::TraceMessageEvents,AZ::Debug::TraceMessageEvents>
~~1646664112212~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\Debug\Trace_WinAPI.cpp (190) : AZ::Debug::ExceptionHandler
~~1646664112213~~3~~0000000000001B44~~AssetBuilder~~00007FFCE07B2991 (KERNELBASE) : UnhandledExceptionFilter
~~1646664112213~~3~~0000000000001B44~~AssetBuilder~~00007FFCE322A76C (ntdll) : memset
~~1646664112214~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32137D6 (ntdll) : _C_specific_handler
~~1646664112214~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32286EF (ntdll) : _chkstk
~~1646664112214~~3~~0000000000001B44~~AssetBuilder~~00007FFCE31B5AEA (ntdll) : RtlRestoreContext
~~1646664112215~~3~~0000000000001B44~~AssetBuilder~~00007FFCE32276FE (ntdll) : KiUserExceptionDispatcher
~~1646664112215~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Gems\ScriptCanvas\Code\Builder\ScriptCanvasBuilderWorker.cpp (77) : ScriptCanvasBuilder::Worker::CreateJobs
~~1646664112216~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Tools\AssetProcessor\AssetBuilder\AssetBuilderComponent.cpp (951) : AssetBuilderComponent::JobThread
~~1646664112216~~3~~0000000000001B44~~AssetBuilder~~C:\git\o3de\Code\Framework\AzCore\Platform\Common\WinAPI\AzCore\std\parallel\internal\thread_WinAPI.cpp (38) : AZStd::Internal::thread_run_function
~~1646664112216~~3~~0000000000001B44~~AssetBuilder~~00007FFCE0D86C0C (ucrtbase) : recalloc
~~1646664112217~~3~~0000000000001B44~~AssetBuilder~~00007FFCE1A354E0 (KERNEL32) : BaseThreadInitThunk
~~1646664112217~~3~~0000000000001B44~~AssetBuilder~~00007FFCE318485B (ntdll) : RtlUserThreadStart
~~1646664112218~~3~~0000000000001B44~~Builder~~Lost connection to asset builder
~~1646664112218~~3~~0000000000001B44~~Builder~~Lost connection to asset builder
~~1646664112219~~3~~0000000000001B44~~Error~~Builder indicated that the job has failed.

Assets required
o3de-multiplayersample
C:/git/o3de-multiplayersample/scriptcanvas/SpawnIfAuthority.scriptcanvas

Found in Branch
development, 3/7/2022

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Windows
  • Version 11
  • CPU Ryzen 5900x
  • GPU NVidia RTX 3090
  • Memory 64GB

Additional context
Add any other context about the problem here.

MultiplayerSample GameLauncher and ServerLauncher have deprecated O3DE icons

Describe the bug
Icons of the MultiplayerSample.GameLauncher, and MultiplayerSample.ServerLauncher executables built in the cloned MultiplayerSample projects are deprecated (white font on blue background, instead of blue font on white background).

Steps to reproduce

  1. Clone the MultiplayerSample project to your project folder (for example C:\Users\<User>\O3DE\Projects\) - git clone https://github.com/o3de/o3de-multiplayersample.git.
  2. Open the Project Manager.
  3. In the Project Manager navigate to New Project... > Open Existing Project, and select the cloned MultiplayerSample project.
  4. Under the added MultiplayerSample project's tile click the hamburger button, and select Build from the dropdown menu.
  5. After the MultiplayerSample finishes building, navigate to the project's build folder (for example C:\Users\<User>\O3DE\Projects\o3de-multiplayersample\build\windows\bin\profile\), and view the MultiplayerSample.GameLauncher, and MultiplayerSample.ServerLauncher executables.

Expected behavior
Launcher executables have the current icons.

Actual behavior
Launcher executables have deprecated icons.

Screenshot
MultiplayerSampleLauncherIcons

Found in Branch
Development (2a7d81f)

Desktop

  • Device: PC
  • OS: Windows
  • Version 10
  • CPU AMD Ryzen 5 3600
  • GPU NVIDIA GeForce RTX 2060 SUPER
  • Memory 16GB

[bug] MultiplayerSample not building on Linux due to compiler detection issues

Using the stablization branch installer project manager, seeing

CMake Error at /opt/O3DE/21.11/cmake/Platform/Linux/PAL_linux.cmake:34 (message):
  Compiler GNU not supported in Linux
Call Stack (most recent call first):
  /opt/O3DE/21.11/cmake/PAL.cmake:248 (include)
  /opt/O3DE/21.11/CMakeLists.txt:29 (include)
-- Configuring incomplete, errors occurred!
See also "/home/ANT.AMAZON.COM/rrobc/O3DE/Projects/o3de-multiplayersample/build/linux/CMakeFiles/CMakeOutput.log".

CMakeOutput.log

Need to update cmake files to support latest compiler detection changes: o3de/o3de#5376

SpawningPerfTest Level Is Missing NetworkPlayerSpawner

Describe the bug
The performance test level isn't working because it's missing a player spawner.

Steps to reproduce
Steps to reproduce the behavior:

  1. Open Editor
  2. Open SpawningPerfTest level
  3. CTRL+G

Expected behavior
We see the player spawn in and the world starts spawning gold boxes (golden spawnables)

Actual behavior
The player never spawns in because the level isn't set up to use the new player spawner system.

Server crashes shortly after client connect due to EXCEPTION_ACCESS_VIOLATION

Describe the bug
When running MPS, server will frequently (4/5 tests) error out shortly after client connection with the following:

// from user/log/error.log

Executable: MultiplayerSample.ServerLauncher.exe (debug: no
Exception Code: 0xC0000005
Exception Addr: 0x0033:0x00007FF88DE01253
Exception Module: 
Exception Description: EXCEPTION_ACCESS_VIOLATION, Attempt to read from address 0x00000191
The memory could not be "read"
Call Stack Trace:
22) 00007FF9507CFF27 (KERNELBASE) : UnhandledExceptionFilter
21) 00007FF952EF51B0 (ntdll) : memset
20) 00007FF952EDC766 (ntdll) : _C_specific_handler
19) 00007FF952EF209F (ntdll) : _chkstk
18) 00007FF952EA1454 (ntdll) : RtlRaiseException
17) 00007FF952EF0BCE (ntdll) : KiUserExceptionDispatcher
16) C:\Users\USERNAME\source\o3de\Gems\Multiplayer\Code\Source\Components\NetBindComponent.cpp (470) : Multiplayer::NetBindComponent::SerializeStateDeltaMessage
...

Steps to reproduce
Steps to reproduce the behavior:

  1. Build MPS server and game launchers per README
  2. Run server launcher: MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg
  3. Wait until a few seconds after server is running, then run game launcher: MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg
  4. navigate player around client map for 3-15 seconds, until server stops responding and exits.

Expected behavior
Server remains alive and responsive well after client connect.

Actual behavior
Server stops responding and crashes with error.

Assets required
N/A

Screenshots/Video
Shortly before the server crashes, the client can be seen struggling to load entities (see missing blocks)
image

Found in Branch
development:

  • O3DE: b6fb43f091
  • o3de-multiplayersample: a95beb2a5

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Windows 10 Enterprise
  • CPU: Intel(R) Core(TM) i9-10980HK CPU @ 2.40GHz 3.10 GHz
  • GPU: NVIDIA GeForce RTX 3070
  • Memory: 32GB

Additional context
error.log
Server.log
Game.log

MultiplayerSample.ServerLauncher did not work well ,The server interface is not displayed correctly

Describe the bug
when i Start MultiplayerSample.ServerLauncher ,The server interface is not displayed correctly

Steps to reproduce

1、Clone the repository  of multiplayersample (main branch)
git clone https://github.com/o3de/o3de-multiplayersample.git

2、Register the engine and project
D:/work/code/04.o3de/o3de/scripts/o3de register --this-engine
D:/work/code/04.o3de/o3de/scripts/o3de  register -p D:/work/code/04.o3de/o3de-multiplayersample

3、configure and bulid command
cmake -S D:\work\code\04.o3de\o3de-multiplayersample -B D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019 -G "Visual Studio 16" -DLY_3RDPARTY_PATH="D:\work\code\04.o3de\3rdParty"

cmake --build D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019 --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo

4、Running the Server
D:\work\code\04.o3de\o3de-multiplayersample\build\windows_vs2019\bin\profile\MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg

the server launcher is loaded successfully,but the The server interface is not displayed correctly

Expected behavior
https://user-images.githubusercontent.com/68558268/161123137-a29828bb-f41c-40e4-bcfc-a3854ce641f1.PNG

Actual behavior
The server interface is grey and can't see anything

Found in Branch
MultiplayerSample main branch and O3DE main branch

Additional context
server logs:

BackupNameAttachment=" Build(0) 16 Apr 22 (10 36 40)" -- used by backup system
Log Started at Sat Apr 16 10:36:40 2022
Built on Apr 15 2022 20:51:29
Running 64 bit Windows version
FileVersion: 0.0.0.0
ProductVersion: 0.0.0.0
Using Microsoft (tm) C++ Standard Library implementation
<10:36:40> Loading Config file system_windows_pc.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/system_windows_pc.cfg)
<10:36:40> Loading system configuration from system_windows_pc.cfg...
<10:36:40> Project Path: D:\work\code\04.o3de\o3de-multiplayersample
<10:36:40> Project Name: MultiplayerSample
<10:36:40> (Logger) - > cl_assetLoadWarningEnable : true
<10:36:40> (Logger) - > cl_assetLoadWarningMsThreshold : 100
<10:36:40> Loading Config file game.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/game.cfg)
<10:36:40> creating CVarGroups from directory 'Config/CVarGroups' ...
<10:36:40> (AzSock) - AzSocket could not translate OS error code 2736, treating as miscellaneous.
<10:36:40> Loading Config file system_windows_pc.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/system_windows_pc.cfg)
<10:36:40> Loading Config file user.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/config/user.cfg)
<10:36:40> GameName: MultiplayerSample
<10:36:40> BuildTime: Apr 15 2022 20:51:29
<10:36:40> [Warning] (Localization) - No localization files found!
<10:36:40> [Warning] (System) - : Running without any AudioSystem!
<10:36:40> Time initialization
<10:36:40> Initializing additional systems
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [t_Scale] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakWarnOnPakAccessFailures] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_report_files_not_found_in_paks] is already registered
<10:36:40> [CVARS]: [DUPLICATE] CXConsole::RegisterString(const char*): variable [sys_PakMessageInvalidFileAccess] is already registered
<10:36:40> [Warning] client.cfg -> invalid configuration line: connect
<10:36:40> Loading Config file client.cfg (D:/work/code/04.o3de/o3de-multiplayersample/Cache/pc/client.cfg)
<10:36:40> [Warning] (Blast) - LoadDefaultMaterialLibrary: Default Material Library asset ID is invalid.
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur1] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur2] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur3] is no longer part of the heirarchy and about to be removed
<10:36:42> [Warning] (Pass System) - Pass::ProcessConnection - Pass [Root.MainPipeline_-10.MainPipeline.OpaquePass.ReflectionsPass.ReflectionScreenSpacePass.ReflectionScreenSpaceBlurPass.ReflectionScreenSpace_VerticalMipBlur4] is no longer part of the heirarchy and about to be removed
<10:36:42> (Logger) - Multiplayer operating in DedicatedServer mode
<10:36:42> (Logger) - > host :
<10:36:42> [Error] (LevelSystem) - Requested level not found: 'Levels/SampleBase/SampleBase.spawnable'
<10:36:42> (Logger) - > LoadLevel :
<10:36:42> (RHI) - ****************************************************************
<10:36:42> (RHI) - Registering dx12 RHI
<10:36:42> (RHI) - ****************************************************************
<10:36:43> Remote console listening on: 4600

Unknown CMake command "o3de_pal_dir"

With a fresh install of the latest O3DE (O3DE Stable 21.11 Release) and with all of the prerequisites installed from here:

https://www.o3de.org/docs/welcome-guide/requirements/#microsoft-windows

I can open the O3DE Editor.

Then:

git clone https://github.com/o3de/o3de-multiplayersample.git
C:\O3DE\21.11.2\scripts\o3de.bat register --this-engine
C:\O3DE\21.11.2\scripts\o3de.bat register -p C:/dev/o3de/o3de-multiplayersample
cmake C:\O3DE\21.11.2 -B C:/dev/o3de/o3de-multiplayersample/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/dev/o3de/3rdparty" -DLY_PROJECTS="C:/dev/o3de/o3de-multiplayersample"

-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.19042.
-- The C compiler identification is MSVC 19.29.30140.0
-- The CXX compiler identification is MSVC 19.29.30140.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/MSVC/14.29.30133/bin/Hostx64/x64/cl.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/MSVC/14.29.30133/bin/Hostx64/x64/cl.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Using package C:/dev/o3de/3rdparty/packages/zlib-1.2.11-rev5-windows
-- Using package C:/dev/o3de/3rdparty/packages/qt-5.15.2-rev4-windows
-- Using package C:/O3DE/21.11.2/python/runtime/python-3.7.10-rev2-windows
-- Using Python 3.7.10 at C:/O3DE/21.11.2/python/runtime/python-3.7.10-rev2-windows/python/python.exe
-- Python: Getting/Checking packages listed in C:/O3DE/21.11.2/python/requirements.txt
-- Python: Getting/Checking packages listed in C:/O3DE/21.11.2/python/requirements.txt - Already up to date.
-- Python: linking C:/O3DE/21.11.2/Tools/LyTestTools into python site-packages...
-- Python: linking C:/O3DE/21.11.2/Tools/RemoteConsole/ly_remote_console into python site-packages...
-- Python: linking C:/O3DE/21.11.2/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages...
-- Python: linking C:/O3DE/21.11.2/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools into python site-packages... - Failed to install C:/O3DE/21.11.2/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools: ERROR: C:/O3DE/21.11.2/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools is not a valid editable requirement. It should either be a path to a local project or a VCS URL (beginning with svn+, git+, hg+, or bzr+).

  • use CMAKE_MESSAGE_LOG_LEVEL to VERBOSE for more information
    -- Python: linking C:/O3DE/21.11.2/scripts/o3de into python site-packages...
    CMake Error at C:/dev/o3de/o3de-multiplayersample/Gem/Code/CMakeLists.txt:8 (o3de_pal_dir):
    Unknown CMake command "o3de_pal_dir".

-- Configuring incomplete, errors occurred!
See also "C:/dev/o3de/o3de-multiplayersample/build/CMakeFiles/CMakeOutput.log".

============================================================================
CMakeOutput.log contents:

The system is: Windows - 10.0.19042 - AMD64
Compiling the C compiler identification source file "CMakeCCompilerId.c" succeeded.
Compiler:
Build flags:
Id flags:

The output was:
0
Microsoft (R) Build Engine version 16.11.2+f32259642 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Build started 2/25/2022 12:57:59 PM.
Project "C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdC\CompilerIdC.vcxproj" on node 1 (default targets).
PrepareForBuild:
Creating directory "Debug".
Creating directory "Debug\CompilerIdC.tlog".
InitializeBuildStatus:
Creating "Debug\CompilerIdC.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified.
ClCompile:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\HostX64\x64\CL.exe /c /nologo /W0 /WX- /diagnostics:column /Od /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\" /Fd"Debug\vc142.pdb" /external:W0 /Gd /TC /FC /errorReport:queue CMakeCCompilerId.c
CMakeCCompilerId.c
Link:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\HostX64\x64\link.exe /ERRORREPORT:QUEUE /OUT:".\CompilerIdC.exe" /INCREMENTAL:NO /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /PDB:".\CompilerIdC.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:".\CompilerIdC.lib" /MACHINE:X64 Debug\CMakeCCompilerId.obj
CompilerIdC.vcxproj -> C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdC\CompilerIdC.exe
PostBuildEvent:
for %%i in (cl.exe) do @echo CMAKE_C_COMPILER=%%~$PATH:i
:VCEnd
CMAKE_C_COMPILER=C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\Hostx64\x64\cl.exe
FinalizeBuildStatus:
Deleting file "Debug\CompilerIdC.tlog\unsuccessfulbuild".
Touching "Debug\CompilerIdC.tlog\CompilerIdC.lastbuildstate".
Done Building Project "C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdC\CompilerIdC.vcxproj" (default targets).

Build succeeded.
0 Warning(s)
0 Error(s)

Time Elapsed 00:00:01.01

Compilation of the C compiler identification source "CMakeCCompilerId.c" produced "CompilerIdC.exe"

Compilation of the C compiler identification source "CMakeCCompilerId.c" produced "CompilerIdC.vcxproj"

The C compiler identification is MSVC, found in "C:/dev/o3de/o3de-multiplayersample/build/CMakeFiles/3.22.2/CompilerIdC/CompilerIdC.exe"

Compiling the CXX compiler identification source file "CMakeCXXCompilerId.cpp" succeeded.
Compiler:
Build flags:
Id flags:

The output was:
0
Microsoft (R) Build Engine version 16.11.2+f32259642 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Build started 2/25/2022 12:58:00 PM.
Project "C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdCXX\CompilerIdCXX.vcxproj" on node 1 (default targets).
PrepareForBuild:
Creating directory "Debug".
Creating directory "Debug\CompilerIdCXX.tlog".
InitializeBuildStatus:
Creating "Debug\CompilerIdCXX.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified.
ClCompile:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\HostX64\x64\CL.exe /c /nologo /W0 /WX- /diagnostics:column /Od /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\" /Fd"Debug\vc142.pdb" /external:W0 /Gd /TP /FC /errorReport:queue CMakeCXXCompilerId.cpp
CMakeCXXCompilerId.cpp
Link:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\HostX64\x64\link.exe /ERRORREPORT:QUEUE /OUT:".\CompilerIdCXX.exe" /INCREMENTAL:NO /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /PDB:".\CompilerIdCXX.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:".\CompilerIdCXX.lib" /MACHINE:X64 Debug\CMakeCXXCompilerId.obj
CompilerIdCXX.vcxproj -> C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdCXX\CompilerIdCXX.exe
PostBuildEvent:
for %%i in (cl.exe) do @echo CMAKE_CXX_COMPILER=%%~$PATH:i
:VCEnd
CMAKE_CXX_COMPILER=C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133\bin\Hostx64\x64\cl.exe
FinalizeBuildStatus:
Deleting file "Debug\CompilerIdCXX.tlog\unsuccessfulbuild".
Touching "Debug\CompilerIdCXX.tlog\CompilerIdCXX.lastbuildstate".
Done Building Project "C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\3.22.2\CompilerIdCXX\CompilerIdCXX.vcxproj" (default targets).

Build succeeded.
0 Warning(s)
0 Error(s)

Time Elapsed 00:00:00.92

Compilation of the CXX compiler identification source "CMakeCXXCompilerId.cpp" produced "CompilerIdCXX.exe"

Compilation of the CXX compiler identification source "CMakeCXXCompilerId.cpp" produced "CompilerIdCXX.vcxproj"

The CXX compiler identification is MSVC, found in "C:/dev/o3de/o3de-multiplayersample/build/CMakeFiles/3.22.2/CompilerIdCXX/CompilerIdCXX.exe"

Detecting C compiler ABI info compiled with the following output:
Change Dir: C:/dev/o3de/o3de-multiplayersample/build/CMakeFiles/CMakeTmp

Run Build Command(s):C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/MSBuild/Current/Bin/MSBuild.exe cmTC_e2854.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=16.0 /v:m && Microsoft (R) Build Engine version 16.11.2+f32259642 for .NET Framework

Copyright (C) Microsoft Corporation. All rights reserved.

Microsoft (R) C/C++ Optimizing Compiler Version 19.29.30140 for x64

Copyright (C) Microsoft Corporation. All rights reserved.

CMakeCCompilerABI.c

cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D "CMAKE_INTDIR="Debug"" /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"cmTC_e2854.dir\Debug\" /Fd"cmTC_e2854.dir\Debug\vc142.pdb" /external:W1 /Gd /TC /errorReport:queue "C:\Program Files\CMake\share\cmake-3.22\Modules\CMakeCCompilerABI.c"

cmTC_e2854.vcxproj -> C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\CMakeTmp\Debug\cmTC_e2854.exe

Detecting CXX compiler ABI info compiled with the following output:
Change Dir: C:/dev/o3de/o3de-multiplayersample/build/CMakeFiles/CMakeTmp

Run Build Command(s):C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/MSBuild/Current/Bin/MSBuild.exe cmTC_54159.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=16.0 /v:m && Microsoft (R) Build Engine version 16.11.2+f32259642 for .NET Framework

Copyright (C) Microsoft Corporation. All rights reserved.

Microsoft (R) C/C++ Optimizing Compiler Version 19.29.30140 for x64

Copyright (C) Microsoft Corporation. All rights reserved.

CMakeCXXCompilerABI.cpp

cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D "CMAKE_INTDIR="Debug"" /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"cmTC_54159.dir\Debug\" /Fd"cmTC_54159.dir\Debug\vc142.pdb" /external:W1 /Gd /TP /errorReport:queue "C:\Program Files\CMake\share\cmake-3.22\Modules\CMakeCXXCompilerABI.cpp"

cmTC_54159.vcxproj -> C:\dev\o3de\o3de-multiplayersample\build\CMakeFiles\CMakeTmp\Debug\cmTC_54159.exe

As a New User I'd like the Player to have Gravity Enabled

Is your feature request related to a problem? Please describe.
It was confusing to create a new level with the player and see him floating in the air. I wasn't sure if I had setup incorrectly.
My set up wasn't incorrect, it was just that MPS doesn't have gravity enabled.

Describe the solution you'd like
Enable gravity

[FEATURE REQUEST] Full README.md

Would like to have a full README.md and possibly attached documentation for the Multiplayer Sample project (MSP), which users can download and play around with.

Some questions to address may be

What's a quick explanation of the intent of this project and its core features
What are the simplest steps to install and set up the provided sample project. (Should user start with a blank project, or download the MSP? Any Gems to build with?)
What are the most important questions new users will have?
What are cool things users can do with this project?

Requests to include in this doc

Add as a prerequisite what the most stable version of O3DE to use with this project.
Usage of CVARs and .cfg files. Can reference the CVAR docs in "Related topics".

Describe the solution you'd like

Update README.md with the latest instructions to build and run.

Describe alternatives you've considered

Documentation on the website; sig-docs-community does not believe that documentation for sample projects maintained by individual sigs without the approval of an asset/demo/tutorial/sample/etc. SIG or project working group should be maintained within the project itself.

Additional context
Copied from o3de/o3de.org#1632

Game launcher crashes intermittently right after it connects to the server

Describe the bug
It's noticed that the game launcher crashes intermittently right after it connects to the server. I can get 3/5 repros for this issue.

Steps to reproduce
Steps to reproduce the behavior:

  1. Build MultiplayerSample.GameLauncher, MultiplayerSample.ServerLauncher and Asset Processor
  2. Start MultiplayerSample.ServerLauncher following https://github.com/o3de/o3de-multiplayersample/blob/development/README.md
  3. Wait until the server launcher is loaded successfully and start MultiplayerSample.GameLauncher following https://github.com/o3de/o3de-multiplayersample/blob/development/README.md
  4. Wait a few seconds for the game launcher to freeze and crash
  5. Repeat step 2-4 for a few times since the crash occurs intermittently

Expected behavior
The game launcher can connect to the server and run without issues.

Actual behavior
The game launcher can sometimes crash right after connect to the server.

Screenshots/Video
Call stack:
image

Found in Branch
MultiplayerSample dev branch at 9918589 and O3DE dev branch at d55d61459

Desktop/Device (please complete the following information):

  • Device: PC
  • OS: Windows
  • Version 10

Additional context
Client and server logs:
Server.log
Game.log

Player Spawner Snap to Ground Doesn't Work

Describe the bug
Even with snap-to-ground enabled, the Player will spawn in the air.

Steps to reproduce

  1. Open a new default level
  2. Add a player spawner entity and component so it's off the ground
  3. Assign a .network.spawnable to the player spawner component
  4. CTRL+G to run the level
  5. Notice where the player is spawned

Expected behavior
The player should spawn on the floor

Actual behavior
Player is in the air

Found in Branch
August 21, o3de development

Multiplayer Sample Using Default Project Icon

Is your feature request related to a problem? Please describe.
Multiplayer Sample is using the default O3DE icon making it hard to see which project is MP at a glance
image

Describe the solution you'd like
Create a custom icon for Multiplayer Sample. Let take a cool screenshot of the robot and the Sample Base level with the nested boxes.

Feature Request: Update the README.md with building the project via the Project Manager

Is your feature request related to a problem? Please describe.
Currently the instructions on the https://github.com/o3de/o3de-multiplayersample/blob/development/README.md revolve around building via the Command Line. It is easier to perform project build (especially for newer O3DE users) via the Project Manager.

Describe the solution you'd like
Update the README.md instruction with steps that use Project Manager, for example:
If you have the engine already built:

  1. Clone the MultiplayerSample project to your project folder (for example C:\Users\<User>\O3DE\Projects\) - git clone https://github.com/o3de/o3de-multiplayersample.git.
  2. Open the Project Manager.
  3. In the Project Manager navigate to New Project... > Open Existing Project, and select the cloned MultiplayerSample project.
  4. Under the added MultiplayerSample project's tile click the hamburger button, and select Build from the dropdown menu.
  5. After the MultiplayerSample finishes building, launch it by clicking "Open Editor" on the project's tile.

Materials broken

Bug description

Materials completely broken. They look weird in the editor and completely dark in the game.

Steps to reproduce

  1. Compile engine as SDK and manually copying jinja templates (see #44 for details).
  2. Compile the project.
  3. Open the project in the editor, see how materials look in viewport.
  4. Start client and server by typing host and connection command using in-game console (--console-command-file is broken, see #49), see how materials look.

Expected behavior

Here is screenshots how it should look (found in discord):

image
image

Current behavior

In the editor:
image

In the game:
image
image

Additional notes

Not sure if it related, but I have the following errors from Traces Processor:

~~1628525176912~~1~~0000000000002644~~AssetBuilder~~AssetBuilder: Running processJob task
~~1628525176912~~1~~0000000000002644~~AssetBuilder~~AssetBuilder: Source = D:/Git/o3de-multiplayersample/BURT/burtactor.material
~~1628525176912~~1~~0000000000002644~~AssetBuilder~~AssetBuilder: Platform = pc
~~1628525176912~~1~~0000000000002644~~AssetBuilder~~S: 3 errors, 0 warnings
~~1628525176912~~3~~0000000000002644~~AssetBuilder~~E: AssetUtils: Trace::Error
~~1628525176913~~3~~0000000000002644~~AssetBuilder~~E: >	D:/Git/o3de/Gems/Atom/RPI/Code/Source/RPI.Edit/Common/AssetUtils.cpp(125): 'class AZ::Outcome<struct AZ::Data::AssetId,void> __cdecl AZ::RPI::AssetUtils::MakeAssetId(const class AZStd::basic_string<char,struct AZStd::char_traits<char>,class AZStd::allocator> &,unsigned int)'
~~1628525176914~~3~~0000000000002644~~AssetBuilder~~E: >	Could not find asset [EngineAssets\TextureMsg\DefaultNoUVs_spec.tif]
~~1628525176915~~3~~0000000000002644~~AssetBuilder~~E: MaterialAsset: Trace::Error
~~1628525176916~~3~~0000000000002644~~AssetBuilder~~E: >	D:\Git\o3de\Gems\Atom\RPI\Code\Include\Atom/RPI.Reflect/AssetCreator.h(156): 'void __cdecl AZ::RPI::AssetCreator<class AZ::RPI::MaterialAsset>::ReportError<const char*,const char*>(const char *,const char *,const char *)'
~~1628525176916~~3~~0000000000002644~~AssetBuilder~~E: >	Material property 'roughness.textureMap': Could not find the image 'EngineAssets/TextureMsg/DefaultNoUVs_spec.tif'
~~1628525176917~~3~~0000000000002644~~AssetBuilder~~E: MaterialAsset: Trace::Error
~~1628525176917~~3~~0000000000002644~~AssetBuilder~~E: >	D:\Git\o3de\Gems\Atom\RPI\Code\Include\Atom/RPI.Reflect/AssetCreator.h(156): 'void __cdecl AZ::RPI::AssetCreator<class AZ::RPI::MaterialAsset>::ReportError<const char*,int>(const char *,const char *,int)'
~~1628525176919~~3~~0000000000002644~~AssetBuilder~~E: >	Cannot continue building MaterialAsset because 1 error(s) reported
~~1628525176919~~0~~0000000000002644~~Debug~~Job request written to D:/Git/o3de-multiplayersample/user/AssetProcessorTemp/JobTemp-UOzJHq/request.xml
~~1628525176919~~0~~0000000000002644~~Debug~~To re-run this request manually, run AssetBuilder with the following parameters:
~~1628525176919~~0~~0000000000002644~~Debug~~-task=process -id="" -project-name="\"MultiplayerSample\"" -project-cache-path="\"D:/Git/o3de-multiplayersample/Cache\"" -project-path="\"D:\Git\o3de-multiplayersample\"" -engine-path="\"D:\Programs\Windows\o3de\"" -port 45643 -input="\"D:/Git/o3de-multiplayersample/user/AssetProcessorTemp/JobTemp-UOzJHq/request.xml\"" -output="\"D:/Git/o3de-multiplayersample/user/AssetProcessorTemp/JobTemp-UOzJHq/response.xml\"" --regset="\"/Amazon/AzCore/Bootstrap/engine_path=D:\Programs\Windows\o3de\"" --regset="\"/Amazon/AzCore/Bootstrap/project_path=D:\Git\o3de-multiplayersample\"" --regset="\"/Amazon/AzCore/Bootstrap/engine_path=D:\Programs\Windows\o3de\""
~~1628525176919~~1~~0000000000002644~~Error~~Builder indicated that the job has failed.

Also I have the following warnings in the editor that can be related if I put Player.prefab on a scene:


(EMotionFX) - Loaded motion set from buffer in 0.4 ms.
[Warning] (AssetManager) - GetAsset called for asset which does not exist in asset catalog and cannot be loaded.  Asset may be missing, not processed or moved.  AssetId: {4CF4C63C-B317-5E0B-B523-44167A02F81E}:7d0
[Warning] (AssetManager) - GetAsset called for asset which does not exist in asset catalog and cannot be loaded.  Asset may be missing, not processed or moved.  AssetId: {4CF4C63C-B317-5E0B-B523-44167A02F81E}:bb8
(EMotionFX) - Loaded anim graph from buffer in 17.1 ms (Deserialization 16.7 ms, Initialization 0.4 ms).

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.