The Role/RemoteRole of net startup actors that get respawned during the replay scrub will be incorrect/swapped during BeginPlay (but not later for any onreps we process). ...
See the attached UDN for more information and a sample project reproducing the issue. This issue seems to happen due to a specific order of events. First, the component is destroyed, and garbage col ...
A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...
It seems as though TextRenderComponents are not intended to exist on dedicated servers. In BaseEngine.ini, they are explicitly excluded: "+ClassesExcludedOnDedicatedServer=TextRenderComponent" This ...
See linked UDN for more details and a sample project reproducing the issue. The issue seems to be that the object's archetype doesn't have any changes made to the array in PostLoad, so the shadow st ...
Properties that uses DOREPLIFETIME_ACTIVE_OVERRIDE (ex. RepRootMotion ) will also skip replication when an actor channel is newly opened. This means that if the variables on the server side do not c ...
There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
See the linked UDN for more information. It also seems as though calling ForceNetUpdate before making the changes to the fast array results in the changes being properly replicated. ...
The HTTP Streamer does not implement the Flush call on the streamer factory. ...
The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state. This results in stale pointers b ...