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)
Place a breakpoint in UNetConnection::NotifyConnectionUpdated and observe that regardless of what GetConnectionHandle().GetParentConnectionId() returns, MyConnectionId is set to 0 or 1.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-388667 in the post.
| 0 |
| Component | UE - Networking |
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| Fix Commit | 56286854 |
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| Main Commit | 56286894 |
| Created | Jul 28, 2026 |
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| Resolved | Jul 29, 2026 |
| Updated | Aug 4, 2026 |