Crash after network disconnection/pulling network cable

Networking - Jul 11, 2019

A very unfortunate bug shipped in 4.22 that causes a crash in many cases when a client is disconnected from the network, such as when unplugging the network cable. This will be a cert failure on con ...

Component deletion on net dormant actors doesn't replicate properly

Networking - Jul 11, 2019

Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...

Investigate removing reliable sequence synchronization from UActorChannel::SetChannelActor

Networking - Jul 8, 2019

UActorChannel::SetChannelActor contains old code to synchronize the channel sequence numbers for a connection if the channel index is reused. This seems unnecessary now that we intentionally update ...

Instanced RepNotify variable doesn't update on client if altered in level

Networking - Jul 8, 2019

An instance editable Rep Notify variable will not update on Rep Notify if an instance of if is edited in a scene. A demonstration project can be found here: [Link Removed] Found in 4.22 CL#7053642 ...

Set Skeletal Mesh does not replicate or multicast to Clients

Networking - Jul 5, 2019

The Set Skeletal Mesh function does not replicate or multicast to other Clients. In Setup A (Level Blueprint) only the Sever Character is changed on either the Client or Server. In Setup B (ThirdPer ...

Fix forwarding of dedicated flag and number of players when running a functional test

Networking - Jun 21, 2019

As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...

Client travel does not appear to time out when given an invalid session in PIE

Networking - Jun 20, 2019

When trying to connect to an invalid session in PIE it appears that the connect never times out. ...

Actor loses attach component when parent actor goes in and out of relevancy

Networking - Jun 17, 2019

As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...

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 ...