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How to keep replicated actors from falling through streaming levels.

I'm using a dedicated server with World Composition with client side level streaming and I'm trying to figure out how to keep replicating actors from falling through the landscape on load.

Issue Example: A replicated vehicle pawn is spawned on the server (I've put in logs to confirm the car's location is correct and its just sitting there). When a client joins the server, the server replicates correctly to the client and spawns the vehicle at the correct location. The issue is that i think physics calculations are ran on both server and client, but the client doesnt have its landscape loaded yet so the car falls. I'm assuming because the vehicle never moves on the server it never replicates and syncs up the clients falling car.

Has anyone had this issue and solved it in a clean global way for all actors that have gravity?

Product Version: UE 4.20
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asked Nov 03 '18 at 02:58 AM in Using UE4

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StuntThumper88
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You need to add a ground plane or collision in the persistent level to prevent things from falling through when loading and and unloading levels. Or make sure there is a ground plane / collision inside each level.

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answered Nov 03 '18 at 06:39 PM

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Steve SybrSyn
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avatar image StuntThumper88 Nov 03 '18 at 06:47 PM

That wont work if an actor has moved. I could spawn a car on top of a static mesh, but if a player has driven that car to the woods, the car will fall on load for a newly joining player. My current solution is ugly but working. Anytime a streaming level loads the server sends that client all the locations of actors that are replicating with gravity enabled. This works, but its heavy on bandwidth. I still feel like their is a better way to do it.

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