PIE Dedicated Servers Have Lower Saturation Limits

Networking - Jun 16, 2020

UNetConnection::Tick() clamps the delta time used for the bandwidth limit to the desired tick rate (1 / DesiredTickRate). In PIE, this number is different than the net server max tick rate, so the b ...

Blueprint properties of replicated subobjects don't replicate by default

Networking - May 18, 2020

The base implementation of UObject::GetLifetimeReplicatedProperties doesn't check to see if its class is a blueprint-generated class and add its properties, like UActorComponent::GetLifetimeReplicat ...

Cannot access private member MarkPropertyDirtyFromRepIndex error when building a nativized blueprint with a replicated property

Networking - May 14, 2020

The following error occurs when building a project that has a replicated variable with the replication condition set to Skip Owner inside a nativized blueprint.UATHelper: Packaging (Windows (64-bit) ...

IsReplicationPausedForConnection is never called

Networking - Apr 20, 2020

AActor.IsReplicationPausedForConnection is never called. ...

GitHub 6722 : Demo Replay Scrubbing Fix For RootComponent Mobility

Networking - Feb 25, 2020

See https://github.com/EpicGames/UnrealEngine/pull/6722 (shelved in CL 11616092) DemoNetDriver's scrubbing fails to properly set mobility of components on an Actor in certain cases. Create a proj ...

Replay playback can become paused indefinitely after scrubbing with high time dilation

Networking - Feb 19, 2020

When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...

PIE crash due to non-empty ULevel::DestroyedReplicatedStaticActors array

Networking - Feb 17, 2020

It's possible to end up in a state where some entries were saved in ULevel::DestroyedReplicatedStaticActors, which causes a crash when PIE starts up. I'm not sure how entries could end up in this l ...

Incorrect level sequence playback in replay with sequence start time != 0

Networking - Jan 16, 2020

"Our dynamic duplicate in-memory replays broke when an artist put an ULevelSequencePlayer in one of the dynamic source level levels. The UMovieSceneSequencePlayer base class has PostNetReceive call ...

Using ServerTravel <MapName> command with Seamless travel causes level blueprint logic to not run on client

Networking - Jan 14, 2020

When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side.  NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "B ...

Replay scrubbing causing issues with placed actors with negative scales

Networking - Dec 19, 2019

A replicated actor placed in a map with a negative scale value becomes inverted when scrubbing a replay. ...