TextRenderComponents exist on editor dedicated server instances

UE - Networking - Aug 3, 2021

It seems as though TextRenderComponents are not intended to exist on dedicated servers. In BaseEngine.ini, they are explicitly excluded: "+ClassesExcludedOnDedicatedServer=TextRenderComponent" This ...

Setting replicated TArray in PostLoad prevents repnotify from being called

UE - Networking - Jul 12, 2021

See linked UDN for more details and a sample project reproducing the issue. The issue seems to be that the object's archetype doesn't have any changes made to the array in PostLoad, so the shadow st ...

Once an actor channel is closed by NetCullDistance, root motion movement synchronization stops working

UE - Networking - Jul 12, 2021

Properties that uses DOREPLIFETIME_ACTIVE_OVERRIDE (ex. RepRootMotion ) will also skip replication when an actor channel is newly opened. This means that if the variables on the server side do not c ...

Delta struct serialized fast arrays replicating new elements with no changelist

UE - Networking - Jun 14, 2021

There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...

FFastArraySerializer property not replicated when using ForceNetUpdate on dormant actor

UE - Networking - Jun 11, 2021

See the linked UDN for more information. It also seems as though calling ForceNetUpdate before making the changes to the fast array results in the changes being properly replicated. ...

Replay streamers missing Flush implementation

UE - Networking - Jun 7, 2021

The HTTP Streamer does not implement the Flush call on the streamer factory. ...

UObject properties in OnRep functions can be invalid

UE - Networking - May 20, 2021

The shadow state used to store previous values on the client side is not GC aware, so when an object gets garbage collected it's not nulled out of the shadow state.  This results in stale pointers b ...

HeaderMarkForPacketInfo.GetNumBits() == 0 when closing NetConnection during Tick

UE - Networking - May 12, 2021

Licensee reported getting this error on PS4 after losing internet connection or putting the console into rest mode. See linked UDN for callstack. The NetConnection calls Close during its Tick, due ...

Multicast RPC from PlayerController with RepGraph results in an invalid swap message

UE - Networking - Mar 4, 2021

Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...

Dynamic Spatial Frequency not working with dependent actors

UE - Networking - Feb 25, 2021

In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...