If the component being attached is received first, OnRep_AttachParent will set bNetUpdateAttachment to true, so USceneComponent::PostRepNotifies will call AttachToComponent. If the attach parent is ...
Licensee reported getting this error on PS4 after losing internet connection or putting the console into rest mode. See linked UDN for callstack. The NetConnection calls Close during its Tick, due ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...
When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...
SetActorHiddenInGame will call MarkComponentsRenderStateDirty, but when the new value is replicated to the clients, the render state is not marked dirty when the change is received. ...
Warning when running the packet notify test, regarding missed acks. ...
Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled. Related to a null GameInstance. ...
The ensure in APlayerState::OnRep_bIsInactive may be hit due to the player state being replicated before the game state. The check is necessary for making sure the game state is available, but the e ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...