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 ...
Child nodes are by default not added to the PrepareForReplicationNodes array in order to prevent unnecessary calls to PrepareForReplication. However, this difference in behavior is not very apparent ...
Normally during seamless travel, the GameMode and GameState are only kept when traveling to the transition map, not when going from the transition map to the destination. If these actors are kept al ...
While TMaps are not supported for replication, previously one workaround for this was to wrap the TMap property in a container struct. Users could then implement a custom NetSerialize function for t ...
See linked UDN for more info. It seems as though if both a parent actor and its attached actors are created at the same time on the server, then there is a chance the attached actors won't appear at ...
An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Replays start playing before the player finishes loading into the level. From the player's point of view the replay starts playing 3 seconds into the replay instead of playing at 0 seconds. The pl ...
If the subobject's RepKey is not updated after setting the actor to go dormant, then the subobject won't be replicated. This causes FObjectReplicator::ReadyForDormancy to return false for the subobj ...
Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...