Problem with world composition in multiplayer

I try use world composition / level streaming in multiplayer game and I have problem:
I use listen server - one character (1) plays on the server, and the another (2) connect.

When I teleport one of the two characters in a remote place, it looks as if the server keeps only one point of view - the character who plays on the server (1).

If I teleport remote (2) client - it sees the new location, but falls down. If I teleport a character (1) who plays on the server - a remote player (2) see the old location, but also begin to falls.

World composition doesn’t work in multiplayer or I do something wrong?

UPDATE: I try to switch off world composition and place in persistent world level streaming volumes for each sublevel. And its works perfect in multiplayer!

Hi Gennady,

you have already found the answer.

You can also read this:

https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/WorldBrowser/

There you can find this:

Big Worlds and Multiplayer

Right now world origin shifting is not
supported in the multiplayer games.
Here are two solutions that can be
implemented for your specific needs:

Implement your own server solution.
MMO licensees mostly do this.
Implement some layer between clients
and unreal dedicated servers which
will transform shifted absolute
positions from the clients and route
them to the right dedicated server,
which only holds part of the world
where client is. However if you
disable world origin, shifting you can
run a tiled world with a dedicated
server. Dedicated servers will load
all distance dependent levels, and
each connected client will work as
usual loading only level that satisfy
streaming distance settings. A server
holds a list of visible levels for
each client and filters Actor
replication by this list.

Cheers

Hi! Thank you for answer!

But I do not use origin shifting.
Or do you mean that world composition works only on dedicated server, not on listen server?

Hi,
I just tested the setup for my MMO project.

I have a dedicated server setup with world composition enabled. (World Settings->Enable World Composition)

I have about 10 big levels and I tried to place one actor in a remote level, and have it print out his Z position to see if it was falling down.

When the server is starting I see this message for each of the 10 levels:

[2018.05.15-20.24.54:480][ 0]LogStreaming: Display: ULevelStreaming::RequestLevel(/Game/Maps/MainWorld/Yliakum/Yliakum_X00_Y07) is flushing async loading

and the actor is actually falling down until he reaches the ground, so the server is actually keeping all maps loaded.

I then connected with another client in the opposite side of the world, and he had only the few adjacent maps loaded in, for sure not all 10, and not the one where the falling actor is.

So to me everything seems to work ok with dedicated server setup.

I don’t have the Listen server setup, and so I cannot answer to this case.