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. ...
Passing a parameter by reference for an RPC does not seem to be a supported operation, and UnrealHeaderTool will already throw an error if a networked UFUNCTION includes any OutParms. However, users ...
It looks like this only happens to multicast RPCs that are outgoing from a server. Client RPCs still show up as expected, and both incoming and outgoing RPCs appear properly in a client's session. ...
Regression was checked on UE5-Release-EarlyAccess CL 16682836, Regression - No. ...
The Role/RemoteRole of net startup actors that get respawned during the replay scrub will be incorrect/swapped during BeginPlay (but not later for any onreps we process). ...