Dropping a packet containing an initial replication for a Custom Delta Property breaks replication

Networking - May 6, 2019

Custom Delta Property NAK handling is done via Custom Delta Base States. Whenever we replicate a CDP, we have the implementing code return a Custom Delta Base State. However, before a CDP is ever re ...

Soft Object Pointers may not fire Rep Notifies

Networking - May 3, 2019

User reported that Soft Object Pointers may not fire RepNotifies properly. This is likely also the case with Weak Object Pointers (and other similar wrappers). The main problem is that these all ge ...

Crash due to LAN beacon packet incompatibility in 4.22

Networking - Apr 17, 2019

We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...

High framerates result in desyncs with clients when using a dedicated server.

Networking - Apr 17, 2019

When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...

FActorPriority::Priority can overflow, resulting in incorrect priority values

Networking - Apr 2, 2019

With large values of delta time, the Priority value in FActorPriority can overflow when using the constructor that takes Time as a parameter. ...

RepLayout CompareObject should treat weakpointers with different index and serialnumber as different even if both resolve to null

Networking - Mar 27, 2019

When comparing Object references in RepLayout weakpointers that does not share the same index and serialnumber should be considered different even if they both resolve to null. ...

Properties of placed-in-map actor instances may not replicate if their default has been edited

Networking - Mar 26, 2019

If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...

ForceActorRelevantNextUpdate will only force an update on the first connection

Networking - Mar 21, 2019

The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...

Awakening an actor and calling TearOff in the same frame discards the awaken request

Networking - Mar 15, 2019

When a dormant actor gets reawakened and we call TearOff on it, we could expect the actor to get replicated before being TornOff. When these two changes are done on the same frame, the TearOff nega ...

Net Dormancy does not apply to initial replication for clients

Networking - Mar 15, 2019

A user has reported that Net Dormancy is currently giving inconsistent and unexpected results. Their original report was that Net Dormancy was preventing replicated actors from disappearing when the ...