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Replication Graph ignores bNetTemporary

Using the network profiler I compared the same gameplay actions (firing one projectile) with and without a replication graph. Without the replication graph, bNetTemporary projectiles are only replicated one time. When using the replication graph bNetTemporary projectiles are replicated hundreds of times in a short couple second recording period.

Do we need to add special handling to our replication graph to handle bNetTemporary actors?

Since the Replication Graph appears to replace the standard NetworkDriver I am assuming we do. Any suggestions on how to add bNetTemporary handling to the Replication Graph? I already checked the samples in the source code and the sample in the Shooter game and neither seem to handle this.


Product Version: UE 4.21
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asked Jan 21 '19 at 05:14 AM in C++ Programming

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