Initial network replication for join-in-progress
What is the best way to achive initial world state replication for client after connecting to the server?
So, for example I have replicated static mesh on dedicated server.
Client joins the server and moves mesh to another position. After few minutes another client joins server. He will see mesh in initial position (not moved) - and it is wrong for game logic.
Of course when mesh will moved again - it will replicate its state to all clients, but it is too old.
So, what is the best way to achive initial on-connect world replication?
asked Jan 06 '15 at 03:33 PM in Using UE4
After doing a bit of digging I was able to find a page in the documentation that handles just such an issue. I have provided a link below. I hope that this information helps.
Make it a great day
answered Dec 29 '15 at 08:39 PM
Rudy Q ♦♦ STAFF
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