What has happened to network performance in 4.24?

I’ve also had similar replication issues with engine updates even before 4.24. We had some Actors simply stop replicating for no discernible reason. Rarely, we would also find that after an Engine update some Class Defaults on certain Actors would actually change on us. This seemed to happen most frequently if a Parent class was modified a little and saved in the new Engine version, but all the children were still last saved in the previous Engine version. Many of the children default variables would be corrupted.

For the affected Actors we ended up needing to set Replicates=False Save then compile. And then set Replicates=True, Save and then Compile again to clear that bug (sometimes we had to do it for each replicated variable that was misbehaving). We also had to do that with some of the Replication Conditions too.

All I can figure is that somehow the replicating Actors from the previous Engine Build have some sort of corrupted internal state until they are forcibly re-compiled and re-saved. It’s tedious, but hopefully this helps…

Hello. I’ve been working on a networked multiplayer game for the past couple of years, during which time the performance has been fairly consistent. I recently updated the engine version from 4.23 to 4.24, and without changing anything else it now has a host of broken features and game-breaking network performance issues.

Some variables are no longer replicating (or replicating only some of the time), clients are taking an incredibly long time to load, even as PIE windows, and replicated actors are stuttering/rubberbanding. Everything was fine before switching to 4.24. Does anyone know what has been changed in the engine that could be causing these issues?

Many thanks,
Steve

Sorry to hear, that sounds painful. I’ll certainly try that and keep my fingers crossed. Thanks for the advice.

I’ve narrowed down the issue with client loading taking so long. It was being caused by passive GameplayEffects being applied. If this is done after the character has started ticking on the client, it’s almost instant. If it’s done earlier (i.e. in server’s beginplay or first tick) it causes all clients to hang for 40sec+ for 3 clients, increasing with each extra client.

This wasn’t happening on 4.23. Seems very odd.

Hi, I am experiencing a similar issue with my client loading. After my upgrade to 4.24 (from 4.20), when my clients entered my game, the map loads instantanously, but only starts responding to inputs and executing begin play commands after about 1minute. May I know how did you disable the passive gameplay effects, or how did you resolve this issue? Thanks in advance.

Hi, sorry to hear about your issue. The Gameplay Effects are part of Epic’s Gameplay Ability System plugin. I was applying them on beginplay but had to move them into a function on a timer, but there was still lag whenever they were applied. There were many other issues also though, so I decided to rollback my project to 4.23 and have had no such issues since. Hope that’s helpful in some way and good luck.