Crash when Removing and adding players on client

Networking - Apr 26, 2016

Crash when Removing and adding players on client. If the user adds a player to the client and then removes that player and then adds another one. This appears to crash the editor ...

Static mesh with simulate physics does not update for clients joining after a session has started

Networking - Apr 22, 2016

Static mesh with simulate physics does not update for clients joining after a session has started ...

Launched game without editor hangs if 'demoplay test' is used with the 'Execute Console Command' node

Networking - Apr 15, 2016

Launched game without editor hangs if 'demoplay test' is used with the 'Execute Console Command' node Could be related to this JIRA:https://jira.ol.epicgames.net/browse/UE-23342 User Description: ...

World Initialization is performed on Transition World if the client's process is halted at a certain point

Networking - Apr 12, 2016

A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...

Multicast does not appear to be working when setting rotation.

Networking - Apr 7, 2016

If the user uses add rotation and then uses a multicast to tell the clients that the server has rotated the clients do not update. ...

Traveling away from, then back to the original map in multi-process PIE with the editor as a client causes an assert

Networking - Mar 28, 2016

An assert is triggered in this case because in multi-process PIE, if the editor is a client, the PIEInstance of the world context remains at -1 (see UEditorEngine::PlayInEditor). If this client inst ...

OnRep function fires off even if the value has not changed for a variable set to RepNotify

Networking - Mar 15, 2016

RepNotify causes the On Rep function to fire off whenever a variable is set rather than when the value of the variable changes (as stated in the documentation). ...

Editor Crashes When Using Set Replicates in the Construction Script

Networking - Mar 1, 2016

When spawning an actor using the Spawn Actor From Class node that has a Set Replicates node in the construction script, the editor crashes upon attempting to run a dedicated server with 2 players. ...

FBSDSocket::GetConnectionState issues

Networking - Feb 26, 2016

https://answers.unrealengine.com/questions/336960/fsocket-problems-with-getconnectionstate-and-send.html We probably need to expose ability to override timeout. ...

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server

Networking - Feb 25, 2016

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...