It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...
In UNetDriver::TickFlush, UReplicationSystem::PreSendUpdate is not called on the server when it does not have any client connections. PreSendUpdate is where DestroyObjectsPendingDestroy is called fr ...
The same issue reported in [Link Removed] is also present in Iris. ...
This occurs when the pawn is initially replicated using the huge object path when first connecting to a server. Destroying and restarting the client's pawn works as expected. After connecting, the c ...
This seems to occur regardless of which filter is used and whether bNetLoadOnClient is true or not. ...
This issue only occurs with Iris enabled. ...
From UDN assigned to [Link Removed] ...
It seems as though the component is in scope for more than one connection, despite its owner only being relevant to one. Enabling Net.Iris.Filtering.ValidateNobSubObjectInScopeWithFilteredOutRootObj ...
With Iris enabled, the ItemMap is populated correctly only on the next frame, but it is empty during the callback. This differs from the behavior of the current system, where the ItemMap is populat ...
Enabling UE_NET_ENABLE_REPLICATIONREADER_LOG results in the following errors: {{4>[1/5] Compile [x64] ReplicationReader.cpp 4>D:\P4V\UE5-Main\Engine\Source\Runtime\Experimental\Iris\Core\Private\Ir ...