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.