This seems to occur when FTimeline::Stop is called on the client but not on the server, as this will set bPlaying to false locally on the client.
Because the value for bPlaying doesn't change on the server (it remains true the whole time), it will not replicate this value down to the client, resulting in it staying false on the client.
Create a replicated timeline component on an actor.
On the server, call PlayFromStart on the timeline. On the same frame when the timeline finishes (or right before the timeline finishes), call PlayFromStart on the server again.
Observe that bPlaying is true on the server, but bPlaying is false on the client.
Lowering the NetUpdateFrequency of the actor and enabling network emulation helps to reproduce the issue more reliably.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-211182 in the post.
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Component | UE - Gameplay |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 35184634 |
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Created | Apr 2, 2024 |
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Resolved | Jul 30, 2024 |
Updated | Aug 5, 2024 |