Replicated Struct with TMap property cannot compile even with custom NetSerialize

UE - Networking - Dec 9, 2021

While TMaps are not supported for replication, previously one workaround for this was to wrap the TMap property in a container struct. Users could then implement a custom NetSerialize function for t ...

AttachChildren can be incorrect on client if parent and attached actors are spawned at the same time on the server

UE - Networking - Dec 8, 2021

See linked UDN for more info. It seems as though if both a parent actor and its attached actors are created at the same time on the server, then there is a chance the attached actors won't appear at ...

Incorrect relative location on client under certain attachment conditions

UE - Networking - Nov 30, 2021

An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...

Replay playback does not start at 0

UE - Networking - Nov 9, 2021

Replays start playing before the player finishes loading into the level. From the player's point of view the replay starts playing 3 seconds into the replay instead of playing at 0 seconds. The pl ...

Actor channel unable to go dormant if replication key is not changed

UE - Networking - Nov 4, 2021

If the subobject's RepKey is not updated after setting the actor to go dormant, then the subobject won't be replicated. This causes FObjectReplicator::ReadyForDormancy to return false for the subobj ...

Dynamically Spawned Actor Components call BeginPlay before reading initial replicated properties

UE - Networking - Oct 21, 2021

Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...

"Pass-By-Reference" inputs to a multicast RPC can crash

UE - Networking - Oct 6, 2021

Passing a parameter by reference for an RPC does not seem to be a supported operation, and UnrealHeaderTool will already throw an error if a networked UFUNCTION includes any OutParms. However, users ...

Networking Insights not correctly tracking outgoing multicast RPCs from server

UE - Networking - Sep 30, 2021

It looks like this only happens to multicast RPCs that are outgoing from a server. Client RPCs still show up as expected, and both incoming and outgoing RPCs appear properly in a client's session. ...

Wrong Role in BeginPlay of startup actors respawned by a replay scrub

UE - Networking - Sep 3, 2021

The Role/RemoteRole of net startup actors that get respawned during the replay scrub will be incorrect/swapped during BeginPlay (but not later for any onreps we process). ...

Replicated component destruction not reaching client

UE - Networking - Aug 31, 2021

See the attached UDN for more information and a sample project reproducing the issue. This issue seems to happen due to a specific order of events. First, the component is destroyed, and garbage col ...