Please fix UNetConnection::NotifyConnectionUpdated() so that Unreal Insights properly show connection names.

Hello,

In NetConnection.cpp, whenever UE_NET_TRACE_CONNECTION_UPDATED is called, it is called with connection id 1. This is due to the ‘&&’ which should be replaced with ‘;’ at UNetConnection::NotifyConnectionUpdated L850.

if (const uint32 MyConnectionId = GetConnectionHandle().GetParentConnectionId() && OwningActor && RemoteAddr)

vv

if (const uint32 MyConnectionId = GetConnectionHandle().GetParentConnectionId(); MyConnectionId && OwningActor && RemoteAddr)

The MyConnectionId assignation should perhaps be moved outside the ‘if’ for readability at this point though.

Relevant documentation: if statement - cppreference.com

Thank you.

[Attachment Removed]

Steps to Reproduce
Make a Network trace of a multiplayer game with multiple clients. Notice that the first connection’s name gets overwritten as clients join.

[Attachment Removed]

Hi,

Thank you for bringing this to our attention! This should hopefully be fixed soon, but in the meanwhile, I’ve created an issue for this, UE-388667, which should be visible in the public tracker in a day or so.

Thanks,

Alex

[Attachment Removed]

Thank you for the quick fix!

[Attachment Removed]

Hi,

You’re welcome! If you have any more questions or run into any other problems, please don’t hesitate to reach out.

Thanks,

Alex

[Attachment Removed]