Client has slight jitter when placed on a slow moving object

Networking - Apr 23, 2018

Client has slight jitter when placed on a slow moving object ...

TimeSpan Variable to does not replicate

Networking - Apr 6, 2018

The Timespan variable does not appear to replicate the changes to the variable to the client from the server (event with the Replication setting set to "Replicated"). In the example a float value ha ...

Server RPC with struct param containing class reference does not pass parameter

Networking - Apr 2, 2018

Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...

Role and RemoteRole may not be correct after changing

Networking - Jan 25, 2018

There are cases where changing the Role and RemoteRole of a Pawn doesn't get properly replicated. The underlying issue has to do with ScopedRoleDowngrades and Shared Shadow State. A workaround is t ...

NetDriver time becomes unusable after long running sessions

Networking - Jan 8, 2018

This issue has been around for a long time (potentially UE3). UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the highe ...

Thirdperson Character not Replicating correctly after being attached to an Actor

Networking - Dec 20, 2017

Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out ...

Client actor attachment incorrect with replicated root component

Networking - Nov 18, 2017

If the actor with a replicated root component spawns and is immediately attached, when it replicates to the client the transform will be incorrect. Adding a small delay between the spawn and attach ...

OnRep_BurstCounter Not Firing Reliably in ShooterGame

Networking - Nov 17, 2017

In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...

FSimpleAbstractSocket implementations do not handle partial sends

Networking - Nov 15, 2017

The implementations of FSimpleAbstractSocket used by the network file server do not handle a partial send call on the socket. If a partial send occurs and there is no socket error, it should loop a ...

Non replicated child actors placed in scene not destroyed

Networking - Nov 9, 2017

When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...