Setting capsule height on the Server is not replicated to the Client while the Server character is moving

Networking - Jun 18, 2015

Crouching on the Server is not replicated to the Client while the Server character is moving. Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2591224) ...

The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout

Networking - Jun 16, 2015

The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout. This happens in PIE and in a packaged project. Reproduced in 4.8.0 and Mai ...

Characters with disabled Net Load on Client are loaded twice on a Standalone Client

Networking - Jun 16, 2015

Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...

Inviting a player to join a game on steam when playing Multiplayer shootout sends the other person an invite to spacewars

Networking - Jun 12, 2015

LN - further notes from CharlieT: This is a global problem. If you go through and add the game to your steam account it will pull up the correct name. However, if you just boot up the game while st ...

Multiplayer shootout does not exit correctly and gets hung on a black screen

Networking - Jun 12, 2015

When trying to quit out of multiplayer shootout the screen just goes black and does not close ...

Crash when Listen Server Attempts ServerTravel in Play in New Editor Window

Networking - Jun 9, 2015

JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...

Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client

Networking - Jun 3, 2015

Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client. In 4.7.6, this results in a repeating log warning: "LogPlayerController:Warning: Calling IsLocalContro ...

SetStaticMesh does not replicate

Networking - Jun 2, 2015

Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...

Objects improperly ticking in PIE dedicated server sessions

Networking - May 20, 2015

https://udn.unrealengine.com/questions/245084/objects-improperly-ticking-in-pie-dedicated-server.html ...

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client

Networking - May 19, 2015

Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...