UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...
Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...
When receiving a replicated detachment, USceneComponent::PostRepNotifies will call DetachFromComponent with the KeepWorldTransform detachment rule. If the component is detached on the server with th ...
If the component being attached is received first, OnRep_AttachParent will set bNetUpdateAttachment to true, so USceneComponent::PostRepNotifies will call AttachToComponent. If the attach parent is ...
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 ...
In our project do not use iris and we use a subclass UExtendAbilitySystemComponent derived from UAbilitySystemComponent. In this subclass, there is a FastArray member variable named ExtendActivatabl ...
When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...
This seems to occur due to the order in which the component is registered and set to replicate in UActorComponent::OnCreatedFromReplication. The component is first registered with the world, which c ...
The issue occurs when both instances have a significant difference between their last sent and last ack'd sequence number, as they will begin waiting for the sequence history to be flushed for a pac ...
A FindObjectFast call may return a pointer to an object marked as garbage. The use of that function in FObjectReferenceCache::ResolveObjectReferenceHandleInternal as well as FNetGUIDCache::GetObject ...