In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
Unreliable multicast RPCs won't be processed for connections where the actor isn't relevant (this is checked in UNetDriver::ProcessRemoteFunction). However, UReplicationGraph::ProcessRemoteFunction ...
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 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 ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
Related to [Link Removed], where calling a multicast RPC in BeginPlay results in the character being spawned on the client with the incorrect role/initial property data. One thing to note: this does ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...
There was a recent bug report that matched the description of some older cases (see linked UDN). The issue raised in those cases, [Link Removed], had been fixed, but the recent question seemed to in ...
The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...