Quick answer: Unreal async TCP socket dropping bytes when game is paused? Recv buffer overflows because consumer is paused - read into a queue regardless of game state.
Networking thread pauses with the game. Server keeps sending; OS buffer fills; bytes dropped.
Consume regardless of pause
Network thread reads into a queue; game thread processes when unpaused. Decoupled.
Or pause connection
Politely disconnect on pause; reconnect on unpause. Some games tolerate the gap.
Raise socket buffer
SetSocketOption SO_RCVBUF to a larger value. Buys time but doesn't fix.
“Network buffers are bounded. Paused consumers fill them.”
Network code should be independent of game pause. Architect the decoupling early.