A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
This issue was previously reported at [Link Removed], but it seems to have regressed due to the change at CL 23357753. GetNetMode is correctly returning NM_ListenServer, but APawn::PossessedBy now c ...
Shutting down a dedicated server seems to result in the expected behavior, where both messages are received, but it may be possible for the circumstances causing the issue to occur on a dedicated se ...
When determining relevancy for an actor based on distance, the location of the player's view point is always used if it is available, rather than the location of the view target (see FNetViewer and ...
This seems to have regressed because of the fix to [Link Removed]. Because UWorld::InternalGetNetMode now only returns the DemoNetDriver's NetMode when it is recording and in its tick, the multicast ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...
When seamlessly traveling, FNetworkObjectList will have its data cleared. However, because FNetworkObjectList::Reset is called before FNetworkObjectList::ResetDormancyState, AllNetworkObjects will b ...
It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
When an actor channel is cleaned up, the actor and its subobjects in the CreateSubObjects array are destroyed/marked as garbage in DestroyActorAndComponents. However, default subobjects are not adde ...
For projects relying on attachment to be performed on the client before the server, such as to prevent latency, this can result in attachments being overridden when USceneComponent::OnRep_AttachChil ...