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Fgoptionalmultiplayerbuildbin Better Now

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Fgoptionalmultiplayerbuildbin Better Now

Let’s assume you have an Unreal Engine C++ project (internal name “FG”) that supports optional multiplayer. You want to improve its build binary—making it smaller, faster, more stable, and easier to distribute.

Optional multiplayer builds can leak memory if network subsystems aren’t properly unloaded. fgoptionalmultiplayerbuildbin better

Better cleanup:

void UMyGameInstance::Shutdown()
if (OnlineSubsystem && !IsRunningDedicatedServer())
OnlineSubsystem->Shutdown();
        GEngine->DestroyNamedNetDriver(NAME_GameNetDriver);
Super::Shutdown();

Also, use NetworkProfiler (Unreal command: netprofile) to find unnecessary replication that runs even in single-player. Let’s assume you have an Unreal Engine C++


Overall Rating: ★★★☆☆ (3.5/5 — depends heavily on your use case) Also, use NetworkProfiler (Unreal command: netprofile ) to

Fix: Add a flag:

static bool bNetworkInitialized = false;
if (!bNetworkInitialized)
IOnlineSubsystem::Get()->Init();
    bNetworkInitialized = true;