Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...
The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...
"Looks like the cause of this is commit fb473a7 ( https://github.com/EpicGames/UnrealEngine/commit/fb473a7678c3669bebe0431dacaf52bcf8dee47f#diff-e6f727710008f31c0ece339b76041d2e ) included in v4.23. ...
When properties are customized on an Add Component node, and the component is replicated, the client will create the component without the customized properties. This is likely due to subobject repl ...
The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...
The following errors occur when running the networking engine tests with 2 clients and a dedicated server. LogFunctionalTest: Error: Assertion failed: 'EngineTestNetActorComponent bRepArrayAddNotif ...
When a user loads into a level that spawns replicated actors using manually placed blueprints twice using ServerTravel with Seamless Travel enabled it will crash. It looks like the engine can't find ...
We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...
Creating an Online Session and transitioning to another map does not work in a Launched Windows game. The transition event does fire but it just resets the players position on the Default map. This ...
In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of ...