Setting a component to replicate in an Actor that is already set to replicate alters the location on the Client after enabling physics. Note this only appears to occur with components added in Construction Script or during play; components in the Components tab behave as expected if set to replicate in an already replicated Actor.
4.9.2 test project attached.
Reproduced in 4.9.2, 4.10.2, and 4.11 Preview 4. In 4.12 (//UE4/Dev-Main at CL 2843442), two static meshes are created, and one behaves this way while the other does not. I believe that's a separate bug.
Result:
On the Client, the Actor's Location values are doubled
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Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Networking |
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Affects Versions | 4.9.2, 4.10.2, 4.12, 4.13 |
Created | Jan 27, 2016 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |