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UNR-2194 Only use Owner's Spatial position if the owner is replicated #1403

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1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixed an issue that would prevent player movement in a zoned deployment.
- Fixed an issue that could cause queued incoming RPCs with unresolved references to never be processed.
- Muticast RPCs, that are sent shortly after an actor is created, are now correctly processed by all clients.
- When replicating an actor, the owner's Spatial position will no longer be used if it isn't replicated.

## [`0.6.1`] - 2019-08-15

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Original file line number Diff line number Diff line change
Expand Up @@ -1029,7 +1029,7 @@ FVector USpatialActorChannel::GetActorSpatialPosition(AActor* InActor)
USceneComponent* PawnRootComponent = Controller->GetPawn()->GetRootComponent();
Location = PawnRootComponent ? PawnRootComponent->GetComponentLocation() : FVector::ZeroVector;
}
else if (InActor->GetOwner() != nullptr && InActor->GetIsReplicated())
else if (InActor->GetOwner() != nullptr && InActor->GetOwner()->GetIsReplicated())
{
return GetActorSpatialPosition(InActor->GetOwner());
}
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