Description

In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s).

Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that this is the case as well. In the log attached, I fired the weapon about 20 times, and you can see the OnRep_BurstCounter was only called a handful of times.

The user provided a video of this occurring as well: [Link Removed]

Found in 4.17.2 CL# 3658906 and reproduced in 4.18 CL# 3709383

Steps to Reproduce
  1. Open ShooterGame
  2. Play in Editor with 2 Players
  3. Get to a point where the Server and Client can see each other
  4. On the Server, tap-fire the gun

Result: On the client, the burst effect will not be replicated each time the gun is fired.

Expected: OnRep_BurstCounter would be fired each time the weapon is fired.

Have Comments or More Details?

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Fixed
ComponentUE - Networking
Affects Versions4.174.18
Target Fix4.19
Fix Commit3750058
Main Commit3802705
Release Commit3813083
CreatedNov 17, 2017
ResolvedNov 17, 2017
UpdatedApr 27, 2018