UpdateOverlaps not called after receiving component replicated transform
I'm not certain this is a bug, but it seems like an issue to me. Component transforms are automatically replicated by the engine if the component itself is replicated, so any component movements made on the server will be reflected on clients. However, on receiving the new transform, the client does not call UpdateOverlaps, which means that Begin/EndOverlap events will not be triggered client side.
This would seem to render these events useless (or anyway unreliable) on the client, since they will fall out of sync with the server, at least until the component in question subsequently gets moved client side (such as through character movement).
Of course the events could be processed server side and the desired results replicated manually to the client, but this is no good when doing prediction or anything else that needs to be low latency.
asked Nov 14 '15 at 06:32 PM in Bug Reports
I've entered a bug report for this issue (UE-24334), as I was able to reproduce the problem when using SetWorldTransform on the component directly. This does not seem to occur when the Actor itself is translated, and in fact this updates the overlaps on the components with it. The only workaround I can think of for the moment is to Set Transform on the Actor itself after setting the Transform on the component, even if only slightly, to update the component's collision on the Client. I will let you know if I see any update on the bug. Thanks for the report!
answered Dec 10 '15 at 08:13 PM
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