Attempted to use an out of date DemoNetDriver when using DemoPlay through blueprints

Networking - Oct 27, 2017

Users are not able to play a Demo in PIE using the Execute Console Command node to run the demoplay command. The following warning spams the output log while the demo is still trying to open:LogWor ...

Start Awake flag is ignored on the client if an object has been rotated in the editor

Networking - Oct 3, 2017

If an asset has been rotated in the editor it will no longer replicate as being asleep if the asset has been rotated in the editor (not at runtime). Even if the asset has been set to "Start Awake = ...

Crash while unhiding streaming level in multiplayer

Networking - Sep 27, 2017

When unhiding a streaming level several times on the client there can be a crash. ...

Allow demo functions from Execute Console Command.

Networking - Aug 10, 2017

Continuation of UE-42508 Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...

Server crashes when client connects after Server has reloaded a sublevel with a deleted actor

Networking - Jul 13, 2017

UNetDriver::DestroyedStartupOrDormantActors maintains a list of deleted startup (and dormant) actors. This is used to notify clients that have joined the server of Actors that need to be destroyed ...

Child Actor Components Not Properly Destroyed on Clients

Networking - Jul 6, 2017

Child Actor Components are not being destroyed on clients when Destroy Actor is called on the Actor containing the Child Actor Component. ...

Crash Occurs After Server Travel When a Multicast Function with Params Was Called in the Level Blueprint

Networking - Jul 5, 2017

When a level's blueprint contains a multicast function with a parameter, Server Traveling to that level, triggering the multicast, Server Traveling to another level and then back to the level that h ...

Character Mesh transform replication break on clients

Networking - Jul 3, 2017

In 4.16, character mesh on clients seem to be in the different location than the server. So far this happens when the player start is above the ground. This does not happen when network Smoothing ...

Bandwidth usage of USceneComponent::RelativeLocation is too high

Networking - Jun 22, 2017

USceneComponent::RelativeLocation is an uncompressed FVector (3x32 bits replicated). Consider changing to FVector_NetQuantize100, or consider implementing custom serialization (with customizable qua ...

Character Mesh Position Offset in Online Sessions

Networking - Jun 12, 2017

If a client joins a session while the host is moving their character, the character's mesh will become offset on the client. Example Video: [Link Removed] Found in 4.16.1 and reproduced in 4.17 M ...