Client can not see others, but server see all

Hi all!

The first, sorry for my bad English.

I’ve set up a multiplayer game.

When my PlayerStart ( start spawning position) location near the (0,0,0), every clients can see others.
But when PlayerStart location is large ( mine aprox 1905264 ), server can see all client players, but client can not see others, only it.

I don’t know why, i’ve test spawn a normal actors - server and client can both see them.

I’ve test, Only Owner See is disable. And in player-blueprint i checked Visible and set it ON when it is hidden, but nothing changes.

Please help me, thank in advance all.

Best regards for you,

I have had this happen too on extremely large maps. Try checking the Always Relevant checkbox on your Character BP.

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Thanks for your comment, Dartanlla! I’ve checked Always Relevent but nothing changes.

Replicated checkbox for the actor should be enough.

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Are you using Characters, Pawns, or Actors?

I using Character, ingame BP character inherits from my custom C++ (Character) Class.

I’ve checked both Replicate on Blueprint and bReplicates in C++ class :slight_smile:

When i come to test with default “Third Person” project of Unreal Engine, scale the floor 1000 times.
I set NetworkPlayerStart ( Startposition ) to (X=1905264.250000,Y=952500.000000,Z=688.029175) , the same problem i get.
Before, i’ve set “World bound check” to false and set Numbers of Players to “2”.

Thanks again,

When i come to test with default “Third Person” project of Unreal Engine, scale the floor 1000 times.
I set NetworkPlayerStart ( Startposition ) to (X=1905264.250000,Y=952500.000000,Z=688.029175) , the same problem i get.
Before, i’ve set “World bound check” to false and set Numbers of Players to “2”.

Thanks again,

Any news about pawns disappearing when playing on large maps ?
EDIT:
Found out a solution … Set "Net Cull Distance Squared’ from 225000000 to whatever You like …I set it to 100000000376832,0
XD
hope it helped someone

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Hello, this 's my new acc,
Thank you Masakralny, i am going to try this solution now.

Obviously set it [Net Cull Distance Squared] in Your Character Blueprint in Class Defaults

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