With high enough latency, quickly unloading an reloading a streaming level with a replicated actor on the server can cause the actor channel on the client to fail to find this actor: UActorChannel:: ...
Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...
This seems to occur because the PendingNetGame is not destroyed when the instance browses to the new level to start listening. In UEngine::LoadMap, UWorld::SetGameMode will create the game mode, pro ...
When an actor's replicator is first created and initialized, FObjectReplicator::InitWithObject will use the archetype as the source object for copying the properties. From there, the custom delta pr ...
When recording a checkpoint, it is treated as an initial replication, as all the changed properties since the channel was opened need to be recorded. This normally results in any initial only proper ...
This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner. ...
When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...
Changing the global time dilation in a multiplayer game affects the rate at which actors are considered for replication, and setting it to 0 will even cause replication to stop entirely (unless the ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...
AActor::AddReplicatedSubObject will ensure in this case if the actor doesn't set bReplicateUsingRegisteredSubObjectList, but there is no equivalent check in AActor::AddActorComponentReplicatedSubObj ...