Description

This looks to be due to an oversight in how the conditions are checked in NotifyConnectionUpdated, where the “&&” operator results in MyConnectionId always being set to 0 or 1:

if (const uint32 MyConnectionId = GetConnectionHandle().GetParentConnectionId() && OwningActor && RemoteAddr)
Steps to Reproduce

Place a breakpoint in UNetConnection::NotifyConnectionUpdated and observe that regardless of what GetConnectionHandle().GetParentConnectionId() returns, MyConnectionId is set to 0 or 1.

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Fixed
Fix Commit56286854
Main Commit56286894
CreatedJul 28, 2026
ResolvedJul 29, 2026
UpdatedAug 4, 2026
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