It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a chance to Tick. OnRep_Timeline will make sure the final update call happens on the client, but because the finish event is called from the timeline's Tick, this will not be called.
This tends to reproduce more often when using "Bad" network emulation settings.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-357340 in the post.
| 0 |
| Component | UE - Networking |
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| Affects Versions | 5.8 |
| Created | Dec 9, 2025 |
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| Updated | Dec 9, 2025 |