Available network bandwidth is too low for uncapped but slow frame rates

UE - Networking - Sep 24, 2020

The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...

Standalone network profiler UI is cut off and unuseable at default DPI scale

UE - Networking - Sep 4, 2020

The network profiler C# exectuable that shipped in 4.25 is not fully useable on either my development machine or my home machine, because part of the UI is cut off below the window no matter how I r ...

Network profiler crash

UE - Networking - Aug 6, 2020

Running with the -networkprofiler command line argument can crash the server on the first engine tick in FNetworkProfiler::TrackFrameBegin because the file writer archive hasn't been created yet. ...

Replication issues & warnings if a client hitches while the server seamless travels

UE - Networking - Jul 28, 2020

If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...

Replication issue with actors not being attached to sockets

UE - Networking - Jul 20, 2020

If the client received AttachSocketName before AttachParent, USceneComponent::AttachToComponent will be called while AttachParent may be null, resulting in the received socket name being lost. When ...

ShooterGame clients can fail to connect to a server under packet loss when network encryption is enabled

UE - Networking - Jul 17, 2020

ShooterGame demonstrates the issue where when encryption is enabled, if the (unencrypted) EncryptionAck message is dropped, the resent messages will be encrypted since the server has enabled encrypt ...

A hidden dedicated server is launched when playing as client

UE - Networking - Jul 15, 2020

When we play in editor with the Play Net Mode set to Play as Client, a hidden dedicated server is launched. Previously in 4.24 the dedicated server would always launch with a visible command window. ...

Fix function forwarding in demo drivers in instant replays

UE - Networking - Jul 13, 2020

Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...

Package Map may clear out references to GUIDs on clients but not servers

UE - Networking - Jul 13, 2020

Upon Seamless Travel, the Package Map will attempt to clear out "old" entries in the Guid Cache by marking them with a timeout. The only entries that will actually be marked for a timeout are entrie ...

FUniqueNetIdRepl::NetSerialize() crashes when embedded in a TArray() of structs.

UE - Networking - Jun 29, 2020

Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...