Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients.
1. Unzip attached project (created based on the Answerhub report)
2. Load project in the editor
3. From the "Play" menu, set number of players to 3
4. Play in editor
5. From a client window, press the K key
6. Note that one client prints the correct value, 3, and the others print 0, for what should be the same parameter.
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How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Networking |
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Target Fix | 4.8 |
Fix Commit | 2516532 |
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Created | Nov 7, 2014 |
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Resolved | Apr 17, 2015 |
Updated | Apr 27, 2018 |