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
- Change your
Target.cs file to contain bWithPushModel = true;
- 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
Description
USTRUCTs with
WithNetDeltaSerializertrait, including but not limited toFFastArraySerializer-derived structs, won't be always replicated when a user has PushModel enabled.Expected behavior
A
NetDeltaSerializedproperty is always replicated with PushModel enabled.Current behavior
A
NetDeltaSerializedproperty isn't replicated with PushModel enabled unless the property is marked dirty.Steps to reproduce
Target.csfile to containbWithPushModel = true;to your DefaultEngine.ini
3. Start GDK Test Gyms
4. Run PredictedGameplayCuesTest
Environment
Engine: 4.26-SpatialOSUnrealGDK,
f01561516311406919eef5263bf5fff5c03ade5aGDK: master,
3a6bac78d66f91e239524cb049de8f56cbb7efe5TestGyms: master,
b125597da7233203e408ab51eead5c25c1c33add