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 editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...
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. ...