-Only supports dynamically spawned actors, not placed actors
-UNetDriver::NotifyActorRenamed now has a PreviousOuter parameter
-Net driver notifies any ReplicationDriver (replication graph) of actor renames
-ReplicationGraph APIs added to update internal actor level tracking (this can be toggled with the cvar Net.RepGraph.HandleDynamicActorRename)
-Added cvar net.CleanUpRenamedDynamicActors that will tell clients to destroy an actor if the server moves it to a level that's not currently visible on the client (disabled by default to preserve current behavior)
#jira UE-201875
#rb LouisPhilippe.Seguin
[FYI] Todd.Eckert, Jon.Sourbeer
[CL 32491240 by ryan gerleve in 5.4 branch]
- Attempting to avoid a rare crash and log more info about the circumstances.
#rb Matt.Harris, Ryan.Gerleve
[CL 31594002 by arciel rekman in 5.4 branch]
* Added utility class that converts the FortReplicationGraph settings into equivalent Iris settings
* Currently only converts RPCSendPolicies and CSVStatNames
FortReplicationGraph
* RPC Send Policies are now set in the config
#rb Mattias.Hornlund
[CL 30348271 by louisphilippe seguin in ue5-main branch]
[REVIEW] [at]louisphilippe.seguin
#rb LouisPhilippe.Seguin, Mattias.Hornlund
#tests Bug repro with chests, and general gameplay
[CL 30256705 by ryan gerleve in ue5-main branch]
Adding support for IsValidLowLevel validity checks to ReplicationGraphDebugging - this allows us to catch cases where IsValid checks pass, but the actor is invalid when doing the Verify step. This is much slower, so disabled by default.
[REVIEW] [at]louisphilippe.seguin
#rb julien.marchand, LouisPhilippe.Seguin
[FYI] urias.rooney, richard.smith
#tests Client + Dedicated Server Win64 Cooked Data
#localization none
#preferred_allowlister julien.marchand
[CL 29878397 by matt harris in ue5-main branch]
* Added tracking stats to NetConnection that track number of rpcs delayed by unmapped guids and how many frames they were delayed by.
* Added tracking stats to NetDriver that track number of reliable bunches.
* Added console cheats to force only unreliable RPCs to be dropped. This can be used to better simulate a scenario where specific unreliable RPCs get dropped and not resent but not the adjacent property data sampled the same frame. Useful to test gameplay code using unreliable RPCs.
* NetEmulation.DropAnyUnreliable : drops a % of all unreliables sent
* NetEmulation.DropUnreliableOfActorClass: drops a % of all unreliables sent by a specific class
* NetEmulation.DropUnreliableOfSubObjectClass: drops a % of all unreliables sent by a specific class
* NetEmulation.DropUnreliableRPC: drops a % of all unreliables of the passed function name.
* NetEmulation.DropNothing: stops dropping unreliable rpcs
#rb Peter.Engstrom, Ryan.Gerleve
[CL 29721788 by louisphilippe seguin in ue5-main branch]
* Added comment explaining why we always calculate actor distance to view when replicating
#rb trivial
#rnx
[CL 26819814 by louisphilippe seguin in ue5-main branch]
* Added ValidateActorReferences to RepGraph and RepGraphNode types
* Iterates over all nodes in the RepGraph and checks for potentally stale actor references
## Performance
Tested on a Win64 Test Server
* ValidateActorReferences: 10-20us
[CL 26714029 by urias rooney in ue5-main branch]
* Fixed include placement bug where UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 was placed after .generated.h include but before code.
[CL 26065897 by henrik karlsson in ue5-main branch]
* Fix log spam caused by actors going outside the legal world bounds and staying OOB.
* Now we will only log a warning once when the actor goes OOB
* net.ReplicationGraph.PrintGraph now prints the list of DynamicSpatializedActors monitored by the Grid2D node.
#rb Ryan.Gerleve
[CL 25934977 by louisphilippe seguin in ue5-main branch]