A few users are experiencing strange network traffic from UDP Messagine. They notice it on other devices connected to the network. In some setups, it can even cause you to have cable TV interrupti ...
Sending a string or text of 1024 or more characters disconnects Client and Server. 1023 works without disconnection. Possibly a buffer overflow problem? Is this expected behavior? Reproduced in 4. ...
Setting a ComboBox on the Server does not always work. In the attached project, a Multicast Event runs some Set Options, all but one of which appear to work on both Clients and Server. On the Server ...
Editor crashes when attempting to spawn an actor from a struct within user's project. Frequency: 5/5 crashreporter: [Link Removed] ...
Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart. Does not occur on top of Static Actors. Hard to expl ...
Set Relative Location on components does not replicate to clients. Reproduced in 4.8.3 binary, 4.9.0 binary, and Main (CL 2676715) ...
In Http communication server headers are Implemented as TMap such that multiple calls override the previous call so only one setting is saved. This means that, among other issues, a lot of times co ...
The DemoRec console command crashes the editor if used during PIE. Reproduced in 4.9 Preview 2 binary and 4.9 Releases (//depot/UE4-Releases/4.9/Promotable-CL-2643093). Does NOT occur in 4.8.3 bina ...
Actors with Net Load On Client disabled still appear on Clients when Use Single Process is disabled. Does NOT occur in packaged projects. Test project included. Set Use Single Process to false in E ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...