Description

When calculating an actor's NextUpdate time, a random delay is added:

ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta;

If this delay is high enough, it can cause the actor to be skipped on the next tick, even if its NetUpdateFrequency is high enough to have it considered for replication every tick.

Steps to Reproduce

Create a replicated actor with a NetUpdateFrequency higher than the server's tick rate. Expected: While relevant and not dormant, the actor is considered for replication on every tick.
Actual: The actor will occasionally be skipped for consideration.

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Fixed
ComponentUE - Networking
Affects Versions5.4
Target Fix5.5
Fix Commit33700346
CreatedMay 6, 2024
ResolvedMay 16, 2024
UpdatedMay 18, 2024