Incorrect level sequence playback in replay with sequence start time != 0

Networking - Replay - Jan 16, 2020

"Our dynamic duplicate in-memory replays broke when an artist put an ULevelSequencePlayer in one of the dynamic source level levels. The UMovieSceneSequencePlayer base class has PostNetReceive call ...

Replay scrubbing causing issues with placed actors with negative scales

Networking - Replay - Dec 19, 2019

A replicated actor placed in a map with a negative scale value becomes inverted when scrubbing a replay. ...

Replay rollback state doesn't recreate per-instance components

Networking - Replay - Nov 26, 2019

Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...

Replay System throws an Ensure during demoplay when calling it in a different Level

Networking - Replay - Jul 10, 2019

Replay System throws an Ensure during demoplay when calling it in a different Level. The error is thrown at Source\Runtime\Engine\Private\RepLayout.cpp]. It does not prevent the Replay from being pl ...

Huge performance hit when recording a demo (demorec)

Networking - Replay - Jun 3, 2019

The current engine version (4.22) seems to suffer a huge performance hit when using the demo recording (demorec) feature. This issue is present in both the editor and the packaged game (developer bu ...

Editor crashes when attempting to play a recorded demo - Assertion failed: IsGameWorld() && GetCurrentLevel()

Networking - Replay - Oct 9, 2018

Editor crashes when attempting to play a recorded demo - Assertion failed: IsGameWorld() && GetCurrentLevel() This issue occurs when using a template project or QAGame. This does not occur when usi ...

Allow multicast RPCs to be recorded by replays in NM_Standalone

Networking - Replay - Sep 21, 2018

No game net driver exists in a standalone game, so there is currently no code path to forward multicast RPC calls to the demo net driver for recording. ...

Crash when exiting PIE after execute demorec command

Networking - Replay - Jun 8, 2018

This issue is regression because it doesn't reproduce 4.18.3. Default level is just the level to move. Demorec level runs demorec command with beginplay and has one replicated variable. UEditorEn ...

Running the demostop command within GameMode :: OnLogout crashes the process

Networking - Replay - May 18, 2018

amendment void APlayerController::OnNetCleanup(UNetConnection* Connection) { UWorld* World = GetWorld(); // destroy the PC that was waiting for a swap, if it exists if (World != NULL) ...