Quick answer: Unreal Blueprint Array Shuffle producing different results across cooked builds? Internal RNG seed varies; explicit FRandomStream gives deterministic.

Daily quest order; same seed expected; results differ between Steam and Epic clients.

Use FRandomStream with seed

Per-day seed; shuffle reproducible.

Or hash-seed by content

Seed from content version. Predictable across builds.

Audit RNG sources

Each random call's seed source. Implicit = drift across builds.

“Default RNG is implementation-defined. Explicit is portable.”

If your game has deterministic features, FRandomStream is the universal answer.

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