A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration

Networking - Jan 28, 2016

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...

Setting a component to replicate in an Actor that is already set to replicate alters the location of the mesh on the Client after enabling physics

Networking - Jan 27, 2016

Setting a component to replicate in an Actor that is already set to replicate alters the location on the Client after enabling physics. Note this only appears to occur with components added in Const ...

No lighting on client for Multiplayer shootout

Networking - Jan 27, 2016

The client when connecting to a multiplayer shoot out match does not appear to have any lighting when using New Editor window ...

Crash on stopping PIE after using DemoRec in PIE

Networking - Jan 20, 2016

Crash on stopping PIE after using DemoRec in PIE. Possibly related to [Link Removed] which must be fixed, but happens upon stopping PIE. Reproduced in 4.11.0 Preview 3 binary and Main (//UE4/Dev-Ma ...

Engine module doesn't properly reference dependencies on the NetworkReplayStreaming module

Networking - Jan 12, 2016

Need to add NetworkReplayStreaming to the list of PublicIncludePathModuleNames in Engine.Build.cs ...

Client crash on seamless travel in DataReplication with lag

Networking - Jan 11, 2016

When server traveling, client may crash due to lag while attempting to replicate object/property. ...

Netprofile crashes networked games using Steam

Networking - Jan 5, 2016

Netprofile crashes networked games using Steam with the following assertion: Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [Link Removed] [Line: 72] No Crash Report is submitt ...

Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec

Networking - Jan 5, 2016

Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...

Rotation on player starts does not appear to replicate for clients

Networking - Dec 30, 2015

If a player places multiple player starts into a level and rotates them the server will be rotated as expected when spawning in, however the following clients that spawn in will not be rotated. ...

Create Session does not work in a packaged game from any project that has used C++

Networking - Dec 28, 2015

After adding C++ to a content-only project, Create Session no longer works in a packaged game. The following warning appears in the log: LogScript:Warning: CreateSession - Invalid or uninitialized ...