Delta struct serialized fast arrays replicating new elements with no changelist

Networking - Jun 14, 2021

There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...

FFastArraySerializer property not replicated when using ForceNetUpdate on dormant actor

Networking - Jun 11, 2021

See the linked UDN for more information. It also seems as though calling ForceNetUpdate before making the changes to the fast array results in the changes being properly replicated. ...

Replay streamers missing Flush implementation

Networking - Jun 7, 2021

The SaveGame Replay Streamer, Null Streamer, In-Memory Streamer, and HTTP Streamer do not implement Flush. ...

HeaderMarkForPacketInfo.GetNumBits() == 0 when closing NetConnection during Tick

Networking - May 12, 2021

Licensee reported getting this error on PS4 after losing internet connection or putting the console into rest mode. See linked UDN for callstack. The NetConnection calls Close during its Tick, due ...

Multicast RPC from PlayerController with RepGraph results in an invalid swap message

Networking - Mar 4, 2021

Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...

Dynamic Spatial Frequency not working with dependent actors

Networking - Feb 25, 2021

In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...

MarkComponentsRenderStateDirty not called when bHidden is replicated

Networking - Feb 1, 2021

SetActorHiddenInGame will call MarkComponentsRenderStateDirty, but when the new value is replicated to the clients, the render state is not marked dirty when the change is received. ...

Warning in Net.PacketNotify Test

Networking - Jan 27, 2021

Warning when running the packet notify test, regarding missed acks. ...

Crash in Network Prediction during PeriodicDamage GameplayEffects Test

Networking - Jan 27, 2021

Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled.   Related to a null GameInstance. ...

USceneComponent::AttachChildren entries overwritten on Client with NULL

Networking - Jan 26, 2021

The issue occurs if a non-replicated actor is attached to a replicated scene component on the client, and then the same is done on the same scene component on the server. The attached actor does not ...