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Replacing a replicated instance component with a dynamic component deviates from Native Unreal #2916

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improbable-valy opened this issue Feb 19, 2021 · 0 comments

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@improbable-valy
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improbable-valy commented Feb 19, 2021

Description

If you destroy a replicated instance component on the server's BeginPlay, and add a new dynamic component of the same type, the client would map this new component to the existing instance component instead of creating a new one.

Expected behavior

The same as in native Unreal: the old component isn't destroyed on the client, but a new one is created.

Current behavior

The instance component on the client is mapped to the newly created dynamic component on the server.

Steps to reproduce

  1. Place an actor into a level
  2. Add an instance component to it
  3. In BeginPlay of the actor, find this component by type, destroy it, and add a new one of the same type
  4. See the client-side actor contain a single instance of the component instead of two in native Unreal

Environment

UnrealEngine: 4.26-SpatialOSUnrealGDK
Unreal GDK: master

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