We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...
When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...
With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...
[Link Removed] Original issue shared on UDN: [Link Removed] ...
It looks like the "Server Only" emulation settings are being applied to the client after a travel. When doing a server travel with the TRAVEL_Relative travel type, the NextURL created in AGameModeBa ...
Calling ConditionalBeginDestroy on an ActorComponent (instead of DestroyComponent) can lead to a crash due to the object not being correctly unregistered. BeginDestroy doesn't unregister tick funct ...