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This repository has been archived by the owner on Aug 29, 2024. It is now read-only.
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
Place an actor into a level
Add an instance component to it
In BeginPlay of the actor, find this component by type, destroy it, and add a new one of the same type
See the client-side actor contain a single instance of the component instead of two in native Unreal
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
Environment
UnrealEngine:
4.26-SpatialOSUnrealGDK
Unreal GDK:
master
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