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UnrealEngineUWP/Engine/Source/Runtime/PreLoadScreen/Private/PreLoadSlateThreading.cpp
nick darnell 199eff3f74 Slate - When using demo.ClientRecordAsyncEndOfFrame 1 to run replay recording concurrent with slate tick, there tend to still be wrting performed on replicated objects due to player input. Because of this, Slate Tick is now seperable dividing up the initial call to just Platform and Input ticking, which performs message pumping as well as some additional added slate input tasks - tasks which inhertently tend to have networking side effects if the user is performing some action like clicking a button, which might trigger something networking related. Then we run replay recording if that option is enabled alongside slate tick where we only advance time, and then tick and paint widgets, which is assumed to not perform any replication altering behavior, this fixes several networking related crashes.
[FYI] Matt.Kuhlenschmidt
#rb Matt.Kuhlenschmidt


#ROBOMERGE-OWNER: nick.darnell
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 12781294 via CL 12781354 via CL 12781355 via CL 12781356
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12782473 by nick darnell in Main branch]
2020-04-14 13:37:26 -04:00

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