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NetDeltaSerialized properties won't replicate in PushModel unless they are marked dirty

Open improbable-dmitrii opened this issue 3 years ago • 1 comments

Description

USTRUCTs with WithNetDeltaSerializer trait, including but not limited to FFastArraySerializer-derived structs, won't be always replicated when a user has PushModel enabled.

Expected behavior

A NetDeltaSerialized property is always replicated with PushModel enabled.

Current behavior

A NetDeltaSerialized property isn't replicated with PushModel enabled unless the property is marked dirty.

Steps to reproduce

  1. Change your Target.cs file to contain bWithPushModel = true;
  2. Add
[SystemSettings]
net.IsPushModelEnabled=1

to your DefaultEngine.ini 3. Start GDK Test Gyms 4. Run PredictedGameplayCuesTest

Environment

Engine: 4.26-SpatialOSUnrealGDK, f01561516311406919eef5263bf5fff5c03ade5a GDK: master, 3a6bac78d66f91e239524cb049de8f56cbb7efe5 TestGyms: master, b125597da7233203e408ab51eead5c25c1c33add

improbable-dmitrii avatar Nov 10 '21 15:11 improbable-dmitrii

Added a runtime warning to clear this behavior to the user: https://github.com/spatialos/UnrealGDK/pull/3337

improbable-dmitrii avatar Nov 11 '21 13:11 improbable-dmitrii