Skip to content
This repository was archived by the owner on Aug 29, 2024. It is now read-only.
This repository was archived by the owner on Aug 29, 2024. It is now read-only.

NetDeltaSerialized properties won't replicate in PushModel unless they are marked dirty #3338

Description

@improbable-dmitrii

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

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions