Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
Animations played on server skip every second frame. *See attached image. ...
When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...
I loaded up a two player game in the 'play in editor'. Upon clicking into the client, the game crashed. Clicking into the server did not cause it to crash.I'm pretty sure this happened because I check ...
Set Actor Enable Collision is not replicated. Reproduced in 4.7.6, 4.8.2, and Main (//depot/UE4/Promotable-CL-2619427) ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
Crash when destroying a pawn on the client. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6 Crash Report: [Link Removed] ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
Use Single Process settings adjusted while Use Single Process is disable are retained while Use Single Process is enabled. This can be problematic when there are issues with having Use Single Proces ...