It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...
When testing [Link Removed], there seemed to be some visual lag in the passthrough nodes, when compared to the camera feed. Was not able to test due to [Link Removed] (which is really just a differ ...
When the engine is running in the background, the following ensure may be hit in NetworkPredictionService_Interpolate.inl: npEnsure(ToFrame == INDEX_NONE || LocalFrame - ToFrame < Frames.Buffer.Cap ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
In [Link Removed], it mentions that only the instance in the editor viewport supports switching to Simulate In Editor when running multiple instances in PIE. However, rather than showing that instan ...
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 ...
The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
When an actor has a Child Actor Component that's a valid moving base for a character to walk on, the ticking prerequisites are set against the Child Actor and not the root owning actor that actually ...
This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...