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 ...

Client loses input after doubling the amount of physics objects in the level

Networking - Mar 11, 2019

After doubling the number of physics objects in the level the client loses input/ignores input ...

High bandwidth usage on listen servers, even with bare minimum replication

Networking - Mar 1, 2019

UDN user claims that in an empty level, when using a listen server, bandwidth is higher than expected - ~5.5KB/sec for two connections, and appears to be framerate dependent. Has posted screenshots ...

RepLayout can hold onto hard references to owning objects, preventing them from being destroyed.

Networking - Feb 28, 2019

RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...

AttachToComponent replication snapping to position instead of keeping relative location

Networking - Feb 15, 2019

When using AttachToComponent at runtime, the attachment does not replicate properly for some clients. The relative transform/rotation is not maintained. The user who reported this issue mentioned th ...

Incorrect net mode during EndPlay in PIE

Networking - Jan 18, 2019

Actor GetNetMode() can return the wrong value in EndPlay when the PIE world is being shut down. ...

Seamless Travel creates Pawns for controllers that it shouldn't

Networking - Jan 14, 2019

Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...

Create staticmeshnode or instancedstatic mesh node logs FNetGUIDCache warning in editor

Networking - Jan 3, 2019

The behavior in question involves a warning that FNetGuidCache gives when an Actor's construction graph adds a static mesh component, and a multiplayer session with 2 players is simulated in PIE.(Pl ...

Replicated component leak on clients if RPC forces construction and server destroys it in the same frame

Networking - Jan 3, 2019

RPCs called on actors force a channel to be opened and the actor to be replicated at least once. If the RPC is called on a new replicated component while the actor channel is already open, but the ...

The previous value of a struct passed to a RepNotify may be incorrect

Networking - Dec 17, 2018

Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...