When connecting a client using encryption, the server's NetConnection sends the encryption ack and then immediately enables encryption (UNetConnection::EnableEncryptionServer). In the case where the ...
Because UNetDriver::ProcessRemoteFunction does not check if the actor has been torn off, it's possible for the server to send a RPC for a torn off actor if it still exists on the server and client. ...
This seems to be caused by the following:The struct, which has an actor reference property as well as some other properties, implements its own NetSerialize function.When the actor reference propert ...
For testing connection flow, it can be really useful to have the ability to start standalone instances in one map while the server starts in another. However, since the server map name override is a ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
When starting a PIE instance using the "Selected Viewport" play mode, the ability to start another PIE session is blocked (handled in FInternalPlayWorldCommandCallbacks::PlayInViewport_CanExecute). ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
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 ...