When calculating an actor's NextUpdate time, a random delay is added:
ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta;
If this delay is high enough, it can cause the actor to be skipped on the next tick, even if its NetUpdateFrequency is high enough to have it considered for replication every tick.
Create a replicated actor with a NetUpdateFrequency higher than the server's tick rate. Expected: While relevant and not dormant, the actor is considered for replication on every tick.
Actual: The actor will occasionally be skipped for consideration.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-214062 in the post.
0 |
Component | UE - Networking |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 33700346 |
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Created | May 6, 2024 |
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Resolved | May 16, 2024 |
Updated | Sep 6, 2024 |