Streaming Level not loaded in replay
I'm trying to implement a Replay System in my game. My game is composed of 1 level with 4 sublevels. at the beginning of the game I use Load Stream Level in the Persistent Level Blueprint to Preload the sublevels and later on with a Multicast Event I get the streaming level I want to show and Set "Should Be visible" to true.
When I'm recording I see the levels show/Hide but when I replay I only see the movement of my Pawn. Is there any solution for loading the sublevels in runtime while replaying ?
PS: If you need more details I can provide some.
asked May 01 '18 at 04:15 PM in Blueprint Scripting
Okay, figured out a way to trick the game (Not an actual fix, just a workaround)
I created a GameInstance c++ file following the Replay System Tutorial (https://wiki.unrealengine.com/Replay_System_Tutorial) and I added a bool IsReplay Accessible in Blueprint, when ever I do a Has Authority node I check if I'm in replay and if this is the case I byPass it and execute the code that should only be executed by the Authority path, so that the DemoNetDriver can show/hide the levels.
I think the problem come from the Multicast not being received by the DemoNetDriver.
answered May 02 '18 at 08:12 PM
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