Unable to use Steam Sessions with a source built editor from Github

Networking - Jul 25, 2018

Steam sessions are unable to be found in packaged games that use a source built editor from Github. According to users, this is related to the BuildId not being set properly so the packaged games ar ...

Collision change is not replicated to clients when server makes change to the scale of a mesh

Networking - Jul 20, 2018

When the scale of a mesh is changed on the Server, the collision change of that mesh is not replicated properly to clients, resulting in the collision being different between the server and client. ...

Arrays on multicast events called from the server are not passed to clients

Networking - Jul 19, 2018

Arrays that are passed into a Multicast Event as an input are not available on clients who call the function Regression?: Yes This did not occur in 4.19.2 ...

Add multiple interface support to the multicast API of FSocket

Networking - Jun 20, 2018

The calls to JoinMulticastGroup and LeaveMulticastGroup on FSocket do not allow for the interface address to be passed in, only the the group address. The interface address is currently hard-coded ...

Crash in UEngine::TickWorldTravel

Networking - Jun 14, 2018

In UEngine::TickWorldTravel, in between calls to LoadMap() and LoadMapCompleted() it is possible that an error causes PendingNetGame on the world context to be nulled out (presumably by CancelPendi ...

FQuat::NetSerialize modifies the original value which can cause it to be replicated continuously

Networking - Jun 8, 2018

FQuat::NetSerialize will always call Normalize() as part of replicating the current value, so that only the X, Y, and Z components need to be serialized (the W can be computed on load). This operat ...

Networked voice starts before local player is registered

Networking - May 23, 2018

The voice engine starts before it is ready. FOnlineVoiceImpl::StartNetworkedVoice is called prior to VoiceEngine->RegisterLocalTalker() in FOnlineVoiceImpl::RegisterLocalTalker(). This leads to the ...

Crash when calling a RPC function with a TSet or TMap parameter on a client

Networking - May 11, 2018

Calling a RPC function with a TSet or TMap parameter on a client causes the editor to crash. Regression?: No This also occurs in 4.18 ...

PostRepNotifies may not always be called

Networking - May 8, 2018

FObjectReplicator::UpdateUnmappedObjects calls  CallRepNotifies, but does not call PostRepNotifies. Further, the order of CallRepNotifies and PostNetReceive in FObjectReplicator::UpdateUnmappedObje ...

Non replicated actor is not destroyed on Client when added to the level

Networking - May 7, 2018

When placing an actor into the level that is not replicated the client will not destroy its copy when destroy actor is called. ...