Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client. In 4.7.6, this results in a repeating log warning: "LogPlayerController:Warning: Calling IsLocalContro ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
https://udn.unrealengine.com/questions/245084/objects-improperly-ticking-in-pie-dedicated-server.html ...
Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...
10 or more Static Meshes set to Simulate Physics and Replicates Movement will crash the editor with PIE set to 2 or more players. Less than 10 don't cause a crash. The user reporting this got a mor ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
When PIE is selected certain objects that are created at runtime have scene components that give log warnings in the Output Log. Effected objects include GameSession and GameNetworkManager ...
Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...
"FVoiceSerializeHelper doesn't add references to AudioComponent instances" ShooterGame crashes when following the repro steps provided by the licensee, listed below and on the UDN post. Crash image ...
When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...