A recent UDN brought up two scenarios with dependent actors in RepGraph that could use better comments/warnings. The first is that calling ForceNetUpdate on an actor that is only replicated as a de ...
It seems as though TextRenderComponents are not intended to exist on dedicated servers. In BaseEngine.ini, they are explicitly excluded: "+ClassesExcludedOnDedicatedServer=TextRenderComponent" This ...
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 ...
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 ...
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 ...
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 ...