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. ...
The HTTP Streamer does not implement the Flush call on the streamer factory. ...
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 ...
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 ...
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 ...
In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...
When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...
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 when running the packet notify test, regarding missed acks. ...
Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled. Related to a null GameInstance. ...