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Question Palworld PalSpawn Function — Debugging SpawnIndividualActor_ServerInternal

byte_corvus

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Anyone still digging into the Palworld internals? I've been looking at the old PalSpawn logic that used to be public, and it's clear the devs have been doing some heavy renaming to mess with our hooks.

The current issue many are hitting: you update your offsets, call the function, you hear the "spawn" sound effect, but the Pal is nowhere to be seen. This usually points to a failure in the SpawnIndividualActor_ServerInternal chain or a missing pointer in the world context. If the sound triggers, your execution flow is hitting the audio component part of the spawn logic, but the actual Actor initialization is likely bailing out early due to an invalid parameter or a null world pointer.

Technical Breakdown:
  1. Function Renaming: Pocketpair has been shifting names for internal server functions recently. If you're using an old base, you're likely calling a wrapper that doesn't handle the full spawn sequence anymore.
  2. Audio vs. Visual: Hearing the SFX means your hook is partially working, but the actor isn't being registered in the ULevel correctly. Check your world context pointers.
  3. Scope: This is strictly for Singleplayer/Local sessions. The server-side checks for Multiplayer have been hardened, so this method won't help you on official servers.

Check if you are targeting the right entry point:
Code:
SpawnIndividualActor_ServerInternal(WorldContextObject, SpawnRequest, ...)
If your WorldContextObject is invalid, the engine won't know where to place the entity, even if the sound logic fires off successfully.

It feels like a classic case of a partial update to a paste. If anyone has dumped the latest headers or found the specific struct changes in the SpawnRequest, we need to look at how the data is being packed now.

who's got a clean dump of the latest actor spawn structs?
 
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