The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...
COND_InitialOnly properties can be resent when an actor becomes relevant to a client again. However, if the property is push based and it was never replicated the first time the actor was created on ...
Because the subobject's RepLayout is empty, it won't write anything to the bunch when recording a replay checkpoint. This means that when scrubbing to a time past a checkpoint, the destroyed subobje ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
Because DemoNetDriver doesn't override PostTickFlush, it will call the base UNetDriver's PostTickFlush. When both the game NetDriver and DemoNetDriver are ticked, this results in the online interfac ...
Client is unable to Server Travel with the host when Seamless Travel is disabled. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the client is able to join in, it is a regress ...
This only seems to occur if the parent is statically placed, and only when launching the instances as standalone game from the editor. If the actor is dynamically spawned or if the instances are run ...
See linked UDN for more info. This looks to be because of how OnRep_Timeline handles any changes to the component's FTimeline struct. If the timeline isn't playing, OnRep_Timeline will call SetPlayb ...
See linked UDN for more information. ...
Currently an actor must be marked replicated before spawning in order to properly be added to any net drivers through AddNetworkActor. We should consider allowing that to happen later in the proces ...