Assertion Failed on launch of a Dedicated server built from the First Person Template

Networking - Mar 9, 2017

Using the first person template to build/compile/package a dedicated server causes the server to assert shortly after launch. This assert does not occur when building a dedicated server from a thir ...

Find Sessions Consistently Returning Results Length of 0

Networking - Feb 24, 2017

It appears that as of 4.15, there is an issue with creating/joining sessions. The attached test project worked fine previously in 4.14, but now is unable to join sessions. The user has stated: Th ...

Rep Notify is not getting called on the client

Networking - Jan 30, 2017

I've been looking into replicating HMD movement across the network I found a thread where there was an example "MPRepro" to show the how to do this, but testing that example, I see behavior where ...

Crash Occurs When Using NetProfile While Running Packaged Build With Connected Client

Networking - Jan 19, 2017

A crash is occurring when attempting to use the netprofile command while running a packaged game with the server on one PC and the client on another. ...

Servers are not visible to clients in ShooterGame with LAN off

Networking - Jan 17, 2017

Server are not visible to clients in ShooterGame when the LAN is set to off. This occurs on all native platforms when trying to connect to each other when the LAN is off. REGRESSION: Yes Worked: 4 ...

Ensure When Setting Simulate Physics of a Child Actor on the Server and Forcing NetUpdate

Networking - Jan 5, 2017

An ensure is being triggered when you set simulate physics on a child actor on the server and then force net update. Found in 4.14.2 CL# 3241561. Reproduced in 4.16 Main CL#3247538 ...

AGameSession Overridden Functions Not Being Called

Networking - Jan 4, 2017

Functions such as BeginPlay that are overridden in a Game Session class do not seem to be getting called. ...

Destroying Actor via RepNotify After Seamless Travel Causes Pending Kill Warning

Networking - Dec 15, 2016

Attempting to destroy an actor via a repnotify after seamless travel is causing the actor to fail to be destroyed because of a pending kill warning: [2016.12.15-19.10.13:936][574]LogNetPackageMap:W ...

Pawns sometimes spawn at same location

Networking - Dec 1, 2016

In the TM-WorldOriginRebasing map, when spawning into the level with two players, the players will sometimes spawn at the same location when there are two Player Starts (one of which is in a subleve ...

Cannot Include VoiceInterface.h Without First Including OnlineSubsystem.h

Networking - Nov 30, 2016

Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...