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.

Related reading