ServerMapNameOverride applied to "Play Standalone" NetMode instances

UE - Networking - Mar 9, 2023

For testing connection flow, it can be really useful to have the ability to start standalone instances in one map while the server starts in another. However, since the server map name override is a ...

Actor scale can be different on client and server when spawning with scale of (1,1,1)

UE - Networking - Feb 28, 2023

When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...

Can start PIE in New Editor Window during PIE instance's online login

UE - Networking - Feb 17, 2023

When starting a PIE instance using the "Selected Viewport" play mode, the ability to start another PIE session is blocked (handled in FInternalPlayWorldCommandCallbacks::PlayInViewport_CanExecute). ...

UWorld::GetNetMode returns incorrect value during UGameInstance::StartPlayInEditorGameInstance

UE - Networking - Jan 19, 2023

During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...

DTLS Handler Component module cannot startup on Xbox

UE - Networking - Dec 1, 2022

It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...

Hit Box components created by listen server at runtime won't replicate

UE - Networking - Nov 17, 2022

Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. This is By Design. Replication for actors is disabled by default, and need to be enabl ...

StartPlayInEditorGameInstance doesn't consider bStartInSpectatorMode for client instances

UE - Networking - Nov 15, 2022

In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...

NetStartup actors may receive old, unreliable multicast RPCs when becoming relevant again with replication graph

UE - Networking - Nov 15, 2022

Unreliable multicast RPCs won't be processed for connections where the actor isn't relevant (this is checked in UNetDriver::ProcessRemoteFunction). However, UReplicationGraph::ProcessRemoteFunction ...

InPartialBunch can cause crash in FNetBitReader::CountMemory during memreport

UE - Networking - Nov 9, 2022

An actor channel's InPartialBunch won't be deleted and cleared until a new partial bunch is received. This can result in a situation where memreport counts the memory for an old InPartialBunch and i ...

UWorld::InternalGetNetMode uses DemoNetDriver, leading to unexpected NetMode being returned

UE - Networking - Oct 25, 2022

UWorld::InternalGetNetMode will use DemoNetDriver->GetNetMode() if there is a DemoNetDriver, resulting in NM_ListenServer being returned when recording a replay. This seems to have been originally a ...