Description

Because UNetDriver::ProcessRemoteFunction does not check if the actor has been torn off, it's possible for the server to send a RPC for a torn off actor if it still exists on the server and client. In this case, UNetDriver::InternalProcessRemoteFunctionPrivate will create a new channel for the actor, and then UNetDriver::ProcessRemoteFunctionForChannelPrivate will perform the "initial" replication to open the channel (by calling UActorChannel::ReplicateActor). This also results in the client receiving any replicated properties that have changed since being torn off, as well as changing the torn off actor's role from ROLE_Authority on the client.

Steps to Reproduce

On the server, tear off a replicated actor.
After a delay (confirming that the actor has called TornOff and its role on the client is now ROLE_Authority), call a RPC on this actor. This RPC can be reliable or unreliable, multicast or client (if the torn off actor was owned by the client's connection).
Expected: The RPC will be dropped, since the actor is no longer replicated.
Actual: The RPC will be sent to the client, re-opening the actor's channel before closing it again due to being torn off.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-184196 in the post.

1
Login to Vote

Fixed
ComponentUE - Networking
Affects Versions5.2
Target Fix5.3
Fix Commit25223732
Main Commit25225474
CreatedApr 25, 2023
ResolvedApr 27, 2023
UpdatedAug 29, 2023