A crash occurs at FindChecked in the code below.if (PreparedServiceChanges->OwnerAccountId) { InternalPublicData->OwnerAccountId = *PreparedServiceChanges->OwnerAccountId; if (bDispatchNot ...
From licensee: Their iOS app will "crash when purchasing IOS IAP was caused by the lack of a Paid Apps Legal Agreement setup in AppStoreConnect. It would be nice if we were to get a more graceful fa ...
UVOIPStatics::VoiceTalkerMap uses FUniqueNetIdWrappers as its keys, which will be the same across multiple instances for a player. A player's local pawn can have a voip talker, and that pawn on a re ...
This happens because of how FLANSession::Tick will handle receiving multiple response packets from a single host. FLANSession will cache the ResponseGuids of any incoming host response packets, so i ...
We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...
Repro Rate: 3/3 This is a live issue where the customer claims that the SteamSockets implementaton is not setup to handle the new Client and Session Id setup that was introduced in 5.1. This issue ...
If an instance starts seamlessly travelling while talking in the session's voice chat, the ensure in FScene::Release will be hit, often with the instance then crashing soon after (such as in FAudioD ...
Recent changes to the player controller's mute functions have resulted in the MuteList not being updated on clients, and instead APlayerController::ClientMutePlayer now just directly calls MuteRemot ...
The VoipListenerSynthComponent created by the voice chat will try to be released by the GC after the server travel because it has previous levels and references, but the referenced level does not al ...
This is not a regression. Doesn't affect UE5. The editor crashes on start up after enabling EOS Voice Chat, and updating the .ini to include DefaultPlatformService=EOS. Removing DefaultPlatformServ ...