Instanced Static Meshes do not replicate over network?
I have a forest made from instanced static mesh components, every tree can be chopped down, when there is an interaction with a tree I set its scale to 0 to hide it and spawn an actor looking exactly the same that can be interacted with in a more complex way if needed. I got that working even though I had to do some extra work to make changes visible to clients, while normal static mesh components just replicate by themselves without any effort on my part. I have a server only custom event that does tracing and checks if what a player is looking at is indeed a tree, spawns a tree actor and then fires up a multicast event that updates instanced tree to all clients effectively hiding it.
Now I ran into another issue: when a player joins when there is a game in progress and some trees have been chopped down he sees the initial state of things with all the trees intact. I tried many things but with no success and I don't really know what I am doing, here is what my efforts boiled down to, obviously it doesn't work, please help. I tried using multicast events here, even though I only need to update one client in this case, but it didn't work anyway.
asked Jun 25 '15 at 06:49 PM in Blueprint Scripting
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