When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly.
1. Place an actor in a map with a child actor component.
2. Neither parent nor child actors should be set to replicate.
3. Run server/client, on client destroy the parent actor (with bNetForce == true)
4. Observer that parent actor is destroyed but child actor is not.
I am not able to find world outliner how to enable it?
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An error occurred while trying to generate project files !?
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Bullet replication problem. The players sees each other but does not see the bullet
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52231 in the post.
1 |
Component | UE - Networking |
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Affects Versions | 4.17 |
Target Fix | 5.0 |
Created | Nov 9, 2017 |
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Resolved | Jul 21, 2021 |
Updated | Aug 9, 2021 |