The issue occurs when both instances have a significant difference between their last sent and last ack'd sequence number, as they will begin waiting for the sequence history to be flushed for a pac ...
A FindObjectFast call may return a pointer to an object marked as garbage. The use of that function in FObjectReferenceCache::ResolveObjectReferenceHandleInternal as well as FNetGUIDCache::GetObject ...
In this situation where the listen server travels back to a level without listening, IsLocalController can return the incorrect value. After the NetDriver has been shutdown and destroyed, the pawn a ...
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 ...