Description

This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner. 

Steps to Reproduce

With Net.IsPushModelEnabled=true and Net.MakeBpPropertiesPushModel=true, create two replicated actors, with the first one having several public, replicated array properties. (The property index needs to exceed the number of properties on the second actor.)
From the second actor's blueprint graph, modify the first actor's replicated array properties.

Callstack

[Inline Frame] UnrealEditor-NetCore.dll!TBitArray<FDefaultBitArrayAllocator>::operator[](int Index) Line 1442
UnrealEditor-NetCore.dll!UEPushModelPrivate::FPushModelPerObjectState::MarkPropertyDirty(const unsigned short RepIndex) Line 66
[Inline Frame] UnrealEditor-NetCore.dll!UEPushModelPrivate::FPushModelObjectManager_CustomId::MarkPropertyDirty(const int) Line 222
UnrealEditor-NetCore.dll!UEPushModelPrivate::MarkPropertyDirty(const UObject * Object, const UEPushModelPrivate::FNetPushObjectId ObjectId, const int RepIndex) Line 482
UnrealEditor-Engine.dll!UKismetArrayLibrary::execArray_Set(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 819
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 7358
UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1147
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 482
UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 3117
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 482
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1214
UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (_cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param_Result, void[Image Removed](UObject *, FFrame &, void *) ExecFtor) Line 1043
UnrealEditor-CoreUObject.dll!ProcessLocalFunction::__l2::<lambda_1>::operator()() Line 1286
UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1304
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 482
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1214
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1336
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 7358
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2175
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1284
[Inline Frame] UnrealEditor-Engine.dll!AActor::ReceiveTick(float) Line 8263
UnrealEditor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1781
UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1764
UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FBaseGraphTask> & MyCompletionGraphEvent) Line 282
[Inline Frame] UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FBaseGraphTask> &) Line 316
UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() Line 629
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 501
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 477
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 
[Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Line 1428
UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FBaseGraphTask>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1499
UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 850
UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1904
UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 776
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1498
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2143
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 551
UnrealEditor.exe!FEngineLoop::Tick() Line 5904
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 267
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 335
[External Code]    

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Unresolved
Affects Versions5.6
CreatedJan 31, 2025
UpdatedJan 31, 2025
View Jira Issue