Hi,
I’m using the source build version of 4.14.1 and got this weird problem:
I’m currently trying to get a flying physics simulating pawn replicated with camera lag, which is driven by two timelines. Everything is working perfectly in editor with a dedicated server, but if i package the project and test with my friends, just the first client to connect to the server works as intended. Every other clients timeline does not seem to play, it only seems to play for a milisecond and then stop.
Also, since this seems related to the problems: I’ve set up a camera in the level every new client blends to after joining the server. This ALSO doesnt work anymore for everyone but the first client.
It all started happening after I removed a HasAuthority (using Remote) check after the tick event:
I had this exact same issue using a timeline for my Day Night Cycle system. It worked great in editor, but then failed in the packaged game (or if I moved any of the player start locations in editor). I fixed the problem by setting the BP with my replicated Timeline to “Always Relevant”. You can find this checkbox on the BP under the “Replication” section. I didn’t look at the source code very closely, but my guess is that network relevancy optimization might work differently in the packaged version. I played my game with friends on Saturday and the timeline replicated perfectly for all 4 clients for our 3 hour gaming session (D&D Pathfinder) after changing it to “Always Relevant”. The week before without this change everyone was seeing a different time of day.