Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the actor has ForceNetUpdate called on it).
This seems to be because the World's TimeSeconds is used by the NetDriver to calculate and check actors' NextUpdateTime, rather than RealTimeSeconds.
On the server, change the global time dilation.
On the client, observe the rate at which replicated actors receive net updates change with the time dilation.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-238682 in the post.
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Component | UE - Networking |
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Affects Versions | 5.6 |
Target Fix | 5.6 |
Created | Jan 13, 2025 |
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Updated | Jan 14, 2025 |