It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. This is By Design. Replication for actors is disabled by default, and need to be enabl ...
In UGameInstance::StartPlayInEditorGameInstance, the server instance will go through the normal process of creating the URL using BuildPlayWorldURL, which checks the FGameInstancePIEParameters' bSta ...
Unreliable multicast RPCs won't be processed for connections where the actor isn't relevant (this is checked in UNetDriver::ProcessRemoteFunction). However, UReplicationGraph::ProcessRemoteFunction ...
An actor channel's InPartialBunch won't be deleted and cleared until a new partial bunch is received. This can result in a situation where memreport counts the memory for an old InPartialBunch and i ...
UWorld::InternalGetNetMode will use DemoNetDriver->GetNetMode() if there is a DemoNetDriver, resulting in NM_ListenServer being returned when recording a replay. This seems to have been originally a ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
Related to [Link Removed], where calling a multicast RPC in BeginPlay results in the character being spawned on the client with the incorrect role/initial property data. One thing to note: this does ...
The conditions for this bug are fairly specific. The actor must be statically placed, with its only replicated property being the fast array, and net.PushModelSkipUndirtiedFastArrays must be enabled ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...