APlayerState score doesn't update when Host is far from Clients
So I ran into a weird issue and I'm not able to fix it. So I'm making a multiplayer game. When 2 clients are fighting and the Host is far from them, the score doesn't update. I do the score logic in my TakeDamage virtual function when Health is below 0 and that is wrapped in a HasAuthority() check. So I get the EventInstigator, get the PlayerState from it and increment score. This does not work when the Host is far away. Same with game state variables, they don't update when Host is far away. I can't remove HasAuthority because EventInstigator will be null on Clients and will crash. What am I supposed to do?
asked Dec 23 '17 at 12:55 AM in C++ Programming
Hey there, that might be because of the net culling distance. To save on network bandwidth he doesn't send replication commands based on a certain distance.
answered Dec 23 '17 at 01:03 AM
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