This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected.
After connecting, the client receives the bunch containing the huge object as well as the other initially replicated actors, including the GameState. It first processes the huge object, which spawns the pawn, but it does not read in its initial replicated state yet. The other actors are then processed, including the GameState, causing BeginPlay to be dispatched from AGameStateBase::OnRep_ReplicatedHasBegunPlay. After this, the initial state of the pawn is read in and applied.
With Iris enabled, create a pawn that has a large amount of initial replicated data.
Start a multiplayer session, and observe its state during its BeginPlay function on the client.
Expected: the actor's replicated state matches the state on the server when it was initially replicated
Actual: the actor's replicated properties are at their default values
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
What controls of umg have mouse wheel events in UE4.27?
Why does UV setting float2(1,1) display incorrectly in the material's custom node?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-247463 in the post.
2 |
Component | UE - Networking - Iris |
---|---|
Affects Versions | 5.6 |
Target Fix | 5.6 |
Created | Feb 11, 2025 |
---|---|
Updated | Feb 12, 2025 |