Passing a parameter by reference for an RPC does not seem to be a supported operation, and UnrealHeaderTool will already throw an error if a networked UFUNCTION includes any OutParms. However, users can still select the "Pass-By-Reference" checkbox for inputs to replicated blueprint events, creating RPCs with OutParms. There is some handling for OutParms in the NetDriver with NetDriverInternal::CopyOutParametersToLocalParameters, but if an input to a multicast RPC has "Pass-By-Reference" checked, this can lead to memory issues and crashes if the RPC is sent to more than one client.
See linked UDN with repro project
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-130854 in the post.
1 |
Component | UE - Networking |
---|---|
Target Fix | 5.0 |
Created | Oct 6, 2021 |
---|---|
Resolved | Dec 2, 2021 |
Updated | Feb 18, 2022 |