Skip to main content

Known Limitations

  • Progress since the last snapshot is lost on a crash (at most one Snapshot Interval). A graceful leave sends a final snapshot.
  • Not saved: in-flight RPCs, physics velocity, timers and animation state, unless you save them in On Host Migration Save.
  • Actors without a Host Migration Id are not migrated. References to them only survive for placed actors.
  • Deltas work per record: a record that changes at all is resent whole. Large records that change often cost their full size each interval.
  • A kept pawn (KeepInWorld) is a new actor with the old pawn's id and state. References to the old pawn object from objects that are not migrated go stale.
  • References to PlayerStates of players who have not reconnected yet come back as null. Store the unique net id if you need it later.
  • Soft object pointers (TSoftObjectPtr) to runtime-spawned actors do not survive. Use hard or weak pointers.
  • Rejoin and split-brain handling need an adapter with presence and announcements (Steam). With Null, two hosts can still happen on LAN.
  • On Steam after a crash, clients keep trying to rejoin until Steam removes the crashed host from the lobby, which delays the migration.
  • During a map change a lost host is not migrated.
  • EOS is not supported yet.