When a dormant actor gets reawakened and we call TearOff on it, we could expect the actor to get replicated before being TornOff.
When these two changes are done on the same frame, the TearOff negates the reawakening and the client will not be notified of the TearOff due to being considered dormant still.
On a replicated actor:
1. Set his NetDormancy to DormantAll
2. Call SetNetDormancy(DORM_Awake) or FlushNetDormancy()
3. In the same frame call TearOff()
The TornOff event will *not *be called on the client
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-71660 in the post.
1 |
Component | UE - Networking |
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Affects Versions | 4.21e0 |
Created | Mar 15, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |