If a project has built a dedicated server executable then it will fail when trying to convert the project from 4.7.6 to 4.8. EDIT: Following the steps on the wiki page for Dedicated Servers () in 4 ...
In the sample project provided on UDN, the server changes a bitfield value but the change fails to replicate to the client. ...
Crouching on the Server is not replicated to the Client while the Server character is moving. Reproduced in 4.7.6, 4.8.0, and Main (//depot/UE4/Promotable-CL-2591224) ...
The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout. This happens in PIE and in a packaged project. Reproduced in 4.8.0 and Mai ...
Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...
LN - further notes from CharlieT: This is a global problem. If you go through and add the game to your steam account it will pull up the correct name. However, if you just boot up the game while st ...
When trying to quit out of multiplayer shootout the screen just goes black and does not close ...
JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...
Calling a Multicast RPC from a Player Controller creates a new Player Controller on the Client. In 4.7.6, this results in a repeating log warning: "LogPlayerController:Warning: Calling IsLocalContro ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...