Simple project with network replication and procedural generated dungeon via replicated seed. (Seed generated on server, replicated in game state, map generated on client by seed. Game is listen server, bug not reproducing in any net mode)
During devlopment, all works properly. Same seed, same dungeon on server and client.
WHEN ITS PACKAGED VERSION - same seed and same dungeon on server and client, nothing unusual. BUT WHEN THE CLIENT STEPS ON GENERATED MESH - he will be corrected by server and change move direction, desyncs client movement, until he walks back.
Meshed generated by simple spawn actor node.
Also, if you just jumping - it will not correct client.
And again - that only in packaged version of the project. Any ideas?