In my multiplayer game project, I noticed that the character is destroyed by the IsNetRelevantFor () code when it goes beyond a certain distance for 5 seconds.
When I got close again, I noticed that the channel reopened and the character spawned again.
However, I want to avoid the destroy / spawn process because I have some data to keep in my character.
So I would like to temporarily avoid network transmission when the distance is away, but the object has not been destroyed, and I hope it will be maintained.
For optimization, I want to avoid bAlwaysRelevant=true. Is not there a good way?
I’ve done a lot of searching and I’ve also searched for GetNetDormancy (), but I do not know how to use it correctly.
Please give a good explanation.