In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s).
Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that this is the case as well. In the log attached, I fired the weapon about 20 times, and you can see the OnRep_BurstCounter was only called a handful of times.
The user provided a video of this occurring as well: [Link Removed]
Found in 4.17.2 CL# 3658906 and reproduced in 4.18 CL# 3709383
Result: On the client, the burst effect will not be replicated each time the gun is fired.
Expected: OnRep_BurstCounter would be fired each time the weapon is fired.
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Networking |
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Affects Versions | 4.17, 4.18 |
Target Fix | 4.19 |
Created | Nov 17, 2017 |
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Resolved | Nov 17, 2017 |
Updated | Apr 27, 2018 |