No warning given when a subobject is registered to a component not using the registered subobjects list

UE - Networking - Nov 15, 2024

AActor::AddReplicatedSubObject will ensure in this case if the actor doesn't set bReplicateUsingRegisteredSubObjectList, but there is no equivalent check in AActor::AddActorComponentReplicatedSubObj ...

Changing a push model property without marking it as dirty can cause desync when the actor goes in and out of dormancy

UE - Networking - Oct 4, 2024

When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...

Default subobject of dynamic component skips initial replication

UE - Networking - Sep 11, 2024

Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...

Server only network emulation settings applied to client on travel

UE - Networking - Sep 4, 2024

It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBa ...

Improve extra state debug box when net debug drawing

UE - Networking - Aug 28, 2024

With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...

Client disconnect during seamless travel results in incorrect NumPlayers and NumTravellingPlayers

UE - Networking - Jul 31, 2024

This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...

Objects that return false for NeedsLoadForClient not loaded on listen servers

UE - Networking - Jul 19, 2024

For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...

FNetGUIDCache warning when attaching non-replicated component to a replicated scene component

UE - Networking - Jul 18, 2024

When the replicated scene component's AttachChildren array is replicated, the package map attempts to serialize the non-replicated component, causing the warning that the object is not supported. ...

Reliable subobject creation bunch may overwrite previously received property on the actor

UE - Networking - Jun 21, 2024

This seems to occur because of how reliability and the retransmission of dropped data is handled in the engine. If a reliable bunch is dropped, the entire bunch will be resent, but any unreliable bu ...

Join in progress clients won't receive that a net startup actor is hidden

UE - Networking - Jun 21, 2024

This seems to be because IsNetRelevantFor checks if the actor is hidden, resulting in a hidden actor not being considered relevant to clients. However, if it is a net startup actor, this will result ...