GitHub 6722 : Demo Replay Scrubbing Fix For RootComponent Mobility

Networking - Feb 25, 2020

See https://github.com/EpicGames/UnrealEngine/pull/6722 (shelved in CL 11616092) DemoNetDriver's scrubbing fails to properly set mobility of components on an Actor in certain cases. Create a proj ...

PIE crash due to non-empty ULevel::DestroyedReplicatedStaticActors array

Networking - Feb 17, 2020

It's possible to end up in a state where some entries were saved in ULevel::DestroyedReplicatedStaticActors, which causes a crash when PIE starts up. I'm not sure how entries could end up in this l ...

Using ServerTravel <MapName> command with Seamless travel causes level blueprint logic to not run on client

Networking - Jan 14, 2020

When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side.  NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "B ...

It may be possible to send an actor RPC before successful replication of the actor

Networking - Nov 27, 2019

It was reported on UDN that it's possible to receive an RPC for an actor before the actor itself has replicated. The net driver tries to prevent this possibility by calling ReplicateActor in UNetDri ...

Calling GEngine->Browse from an RPC implementation causes a crash

Networking - Nov 5, 2019

The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...

Connection to dedicated server no longer works on iOS devices

Networking - Oct 11, 2019

"Looks like the cause of this is commit fb473a7 ( https://github.com/EpicGames/UnrealEngine/commit/fb473a7678c3669bebe0431dacaf52bcf8dee47f#diff-e6f727710008f31c0ece339b76041d2e ) included in v4.23. ...

Edited properties of replicated components created via the "AddComponent" BP node aren't correct on clients

Networking - Oct 8, 2019

When properties are customized on an Add Component node, and the component is replicated, the client will create the component without the customized properties. This is likely due to subobject repl ...

Encryption handshake will fail if a seamless travel occurs during key lookup

Networking - Oct 4, 2019

The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...

Networking Engine Tests fail for NotifyParamCorrect on Client

Networking - Oct 2, 2019

The following errors occur when running the networking engine tests with 2 clients and a dedicated server. LogFunctionalTest: Error: Assertion failed: 'EngineTestNetActorComponent bRepArrayAddNotif ...

Client crashes after second seamless travel when a blueprint manually placed in the world spawns a replicated actor

Networking - Sep 19, 2019

When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...