Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...
The behavior in question involves a warning that FNetGuidCache gives when an Actor's construction graph adds a static mesh component, and a multiplayer session with 2 players is simulated in PIE.(Pl ...
RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...
Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...
See UDN https://udn.unrealengine.com/questions/473245/attachcomponent-is-not-replicated-correctly-if-re.html ...
The global actor info map is not completely cleared in UReplicationGraph::InitializeForWorld, which can leave stale actor references from the previous level (WorldSettings, and possibly others) afte ...
Right now USoftObjectProperty does not implement NetSerializeItem so it falls back to the implementation in UObjectPropertyBase. This only works correctly if the object happens to be in memory, othe ...
I've noticed the issue occurring in both 4.20.3 (CL 4369336) and 4.21.0 (CL 4541578). The user on AnswerHub has also noticed the issue in 4.20.2 (CL unknown) and claims the issue did not occur in 4. ...
According to the UDN thread, a second listen server started on a machine will not process the travel URL correctly and fail to actually load a map in listen mode. ...
bNetStartup for actors spawned by a ChildActorComponent placed into a level may not be set properly, causing references to those actors to not replicate to clients. ...