When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well.
In the UDN linked where this issue was brought up, the licensee has included a potential fix.
On the server, call TearOff() then Destroy() on a replicated actor.
Expected: The actor is no longer replicated, so the actor is only destroyed on the server.
Actual: The destroy is still replicated to the client, and the actor is destroyed on both.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-106303 in the post.
6 |
Component | UE - Networking |
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Affects Versions | 4.26 |
Created | Jan 14, 2021 |
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Updated | Nov 8, 2022 |