Replacing a replicated instance component with a dynamic component deviates from Native Unreal
improbable-valy opened this issue · 0 comments
improbable-valy commented
Description
If you destroy a replicated instance component on the server's BeginPlay, and add a new dynamic component of the same type, the client would map this new component to the existing instance component instead of creating a new one.
Expected behavior
The same as in native Unreal: the old component isn't destroyed on the client, but a new one is created.
Current behavior
The instance component on the client is mapped to the newly created dynamic component on the server.
Steps to reproduce
- Place an actor into a level
- Add an instance component to it
- In BeginPlay of the actor, find this component by type, destroy it, and add a new one of the same type
- See the client-side actor contain a single instance of the component instead of two in native Unreal
Environment
UnrealEngine: 4.26-SpatialOSUnrealGDK
Unreal GDK: master