Code for this function below:bool FOnlineExternalUISteam::ShowWebURL(const FString& WebURL) { if (!WebURL.StartsWith(TEXT("https://"))) { SteamFriends()->ActivateGameOverlayT ...
Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...
Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...
A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
Difference in force on an actor on a client in a dedicated server scenario between PIE and Standalone. Tested in 4.10 and 4.11. Test project attached. ...
A Client cannot join a Server after setting a GameMode in the OpenLevel node's Options string. Reproduced in 4.9.2 binary, 4.10.0 binary, and Main (CL# 2776829) ...
Pausing PIE does not stop timelines from running if players is set to more than 1. Test project attached. Reproduced in 4.9.2 binary, 4.10.0 binary, and Main (CL# 2776829) ...
If an Actor with a CameraComponent is set to replicate, ending a PIE session with 2 players will result in an ensure ...
Client async package loading issues Refer to:https://udn.unrealengine.com/questions/267971/client-async-package-loading-issues.html#answer-269334 ...
This bug has different behavior throughout the 4 different versions listed. 4.8.3 - Gives an assert 4.9.2 & 4.10 - Gives a fatal error crash 4.11 (Main) - Freezes the editor without a crash report ...