In a cooked package build, when the cell package is loaded, AActor::PostInitProperties (Actor.cpp:555) sets RemoteRole = bReplicates ? ROLE_SimulatedProxy : ROLE_None from the CDO default (bReplicat ...
FNetTokenStore::UnRegisterDataStore will set the TUniquePtr<FNetTokenDataStore> to null, but it doesn’t resize the TokenDataStores array. If FNetTokenStore::ReadTokenData is later called, it will ge ...
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 MyCon ...
The replication graph will wait until the client acks the close bunch and the actor channel is cleaned up to remove the channel from the ActorInfoMap (see UNetReplicationGraphConnection::NotifyActor ...
With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...
This seems to occur due to an interaction between how Iris handles serializing the FGameplayAbilityTargetData_SingleTargetHit struct and how the FActorInstanceHandle HitObjectHandle in the FHitResul ...
In AActor::GatherCurrentMovement, bWasAttachmentModified will be set to true if the actor’s root component has an AttachParent, even if none of the values in the AttachmentReplication struct have ch ...
This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...