We’ve observed an issue where after 2-3 days of uptime our server will accept new connections and replicate the player controller for that connection but will then immediately always return false for Connection->IsNetReady(0) in UNetDriver::ServerReplicateActors causing our other actors replication to be permanently deferred. I’ve added additional logging and will update this ticket if I determine if the queuedbytes or sendbuffer are growing too large or are in some sort of bad state but I’d like to know if Epic have observed this before?
We are on 4.11.0 but will be moving to 4.12 in the near future.