When sending a date time either FROM/TO the CLIENT/SERVER the value is reset to a default value.
Hey elitereloaded,
I’ve come across an issue in our database that seems to be relevant to what you’re experiencing:
Take a look and let me know if that is the same thing you’re seeing.
Have a great day
Sorry about the duplicate posts, I don’t know how I managed to post 3 of the same topic.
I’m aware of the bug you linked to because I created this topic last year GameState DateTime variable not replicating to clients - Blueprint - Epic Developer Community Forums
They might be caused by the same code bug, but they are different scenarios which is why I posted this question.
The first scenario is if you set a class variable to replicate and it’s type is DateTime when it replicates to the client it’s value is reset.
The second scenario is if you call a replicated event and you send along with it a DateTime struct the value is reset when it arrives at the remote system. It doesn’t matter if the DateTime is nested within a custom struct or if it’s passed in as a parameter to the replicated event – it’s always reseting.
So they are probably caused by the same code bug, but they are two different scenarios which is why I created this topic – just in case there are two different bugs in the code causing this.
No problem, sometimes things just get duplicated.
It’s great that you’ve discovered another repro for this issue. I am also thinking that it’s related to the original bug. As a result, I’ll update the ticket with the information you’ve provided, and if it does turn out to be something different I’ll be sure to create a new one.
Thanks for your report.