Description

It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a chance to Tick. OnRep_Timeline will make sure the final update call happens on the client, but because the finish event is called from the timeline's Tick, this will not be called.

Steps to Reproduce
  • Create a replicated timeline component with a TimelineFinishedFunc bound
  • On the server, start playing the timeline, and wait for it to finish
  • Observe that the TimelineFinishedFunc is sometimes not called on the client

This tends to reproduce more often when using "Bad" network emulation settings.

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Unresolved
ComponentUE - Networking
Affects Versions5.8
CreatedDec 9, 2025
UpdatedDec 9, 2025
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