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 ...
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 ...
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. ...
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/ ...
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 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 ...
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. ...
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: ...
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 ...
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. ...