Loading/reconnecting speed with big worlds in multiplayer using world compositor
Below what I highlighted in bold is very interesting, I'm wondering if it will speed up the reconnecting and loading time when going to different tiles of the map on multiplayer. Its a big concern for me because I have a huge world with vehicles, so I would like to keep loading times low. Is this method almost seamless? Or is it pretty fast at loading? Since it says the server holds a visible list for each client.
Big Worlds and Multiplayer
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 will disable world origin shifting you can run a tiled world with a dedicated server. Dedicated server will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. Server holds a list of visible levels for each client and filters Actor replication by this list
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