RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
Use Single Process settings adjusted while Use Single Process is disable are retained while Use Single Process is enabled. This can be problematic when there are issues with having Use Single Proces ...
If a user is logged into a Steam account with between 1 and ~10 friends (Max depends on resolution, as it'll push the excess off the screen) and they open the friends list multiple times, it'll dupl ...
The MainMenu widget isn't loaded when the player returns to the MainMenu map from the InGame menu in Multiplayer Shootout. This happens in PIE and in a packaged project. Reproduced in 4.8.0 and Mai ...
LN - further notes from CharlieT: This is a global problem. If you go through and add the game to your steam account it will pull up the correct name. However, if you just boot up the game while st ...
When trying to quit out of multiplayer shootout the screen just goes black and does not close ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
Adding impulse to a Static Mesh Component that is not the root of an Actor Blueprint does not replicate movement to the Client. Reproduced in 4.7.6, 4.8 Preview 3, and Main (//depot/UE4/Promotable- ...
If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...
When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...