With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...
This seems to occur due to an interaction between how Iris handles serializing the FGameplayAbilityTargetData_SingleTargetHit struct and how the FActorInstanceHandle HitObjectHandle in the FHitResul ...
This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...
As of CL 42014318, StopReplication requests that occur during ReceiveUpdate are delayed until all received data from the update is finished processing, including if the actor is torn off. However, i ...
On the client, NotifyBeginPlay is triggered via AGameStateBase::OnRep_ReplicatedHasBegunPlay. However, if a replicated actor is waiting on its initial replicated state to be received and applied (bA ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
DeltaCompressionBaselineManager needs to update its scope for the case where objects may be replicated but no connections exist. ...
FDeltaCompressionBaselineManager::CreateBaseline will return early if the object has an invalid ObjectInfoIndex, which is allocated in FDeltaCompressionBaselineManager::UpdateScope (by calling FDelt ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
This issue does not occur if the RPC is not split into partial blobs. The RPC is received on the non-replicated component if Iris is disabled. ...