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 ...

ChildActor is being set to null on client via replication

UE - Networking - Feb 25, 2021

When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...

MarkComponentsRenderStateDirty not called when bHidden is replicated

UE - Networking - Feb 1, 2021

SetActorHiddenInGame will call MarkComponentsRenderStateDirty, but when the new value is replicated to the clients, the render state is not marked dirty when the change is received. ...

Warning in Net.PacketNotify Test

UE - Networking - Jan 27, 2021

Warning when running the packet notify test, regarding missed acks. ...

Crash in Network Prediction during PeriodicDamage GameplayEffects Test

UE - Networking - Jan 27, 2021

Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled.   Related to a null GameInstance. ...