by design: sample project is manipulating replicated variables on the client, which causes the server's shadow state to get out of sync - this behavior is not currently supported for replication
In the sample project provided on UDN, the server changes a bitfield value but the change fails to replicate to the client.
1. Make an editor build of the sample attached to the UDN post in the additional info URL and run it
2. In the "Play" drop down, set number of players to 1 and check "Run dedicated server"
3. Click Play
4. Wait at least 5 seconds
5. Notice in the output log the fields of MyVar2 have different values on the client and the server.
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
How can i modify the param name in EQS node
Trying to launch , erorr,dll missing
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-17491 in the post.
0 |
Component | UE - Networking |
---|---|
Affects Versions | 4.8 |
Created | Jun 23, 2015 |
---|---|
Resolved | Jun 23, 2015 |
Updated | Jul 14, 2021 |