Unreal Engine 4.23 Released!

Thank you for that! It was absolutely unnecessary, and tedious.
Honestly I cant make up an example case where this is good.
The only thing it could do is disconnect if something is wrong with the parameter which is almost never what I want. You shouldn’t be sending sensitive information over network (like updating hp from client to server, or other silly things), so I dont really think its good for cheat prevention.
In case its made from an error, non normalized value or something like that, I’d like to handle it instead of forcefully disconnect on sight.
Also, even UE engineers always just fill it with “return true”.
Was a really silly to make it mandatory on the first place.