This issue has been around for a long time (potentially UE3).

UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the higher the server tick rate is, the more likely it is that floating point error can cause the time to never properly update.

This may cause a number of issues, but the most apparent seems to be that Handshaking fails so new clients can no longer connect.

Steps to Reproduce
  1. Create a dedicated server.
  2. Use the `slomo` command to speed up playback.
  3. Wait sufficiently long, and then attempt to connect to the server with a client.


The client connects with no issue.



The client connection fails, appearing as though the challenge fails.


This is only one instance of the issue, but there are potentially numerous other side effects.
**Note: As of 3825875, the above repro was worked around. The underlying issue still persists.

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ComponentUE - Networking
Affects Versions4.
Target Fix4.25
Fix Commit11098644
Main Commit11202190
CreatedJan 8, 2018
ResolvedJan 23, 2020
UpdatedApr 27, 2020