Proper use of NetDormancy
There are quite a few networked actors in my game and I was getting some high Net Tick Times. when they were checking for relevancy. The answer seemed to be net dormancy. As soon as I implemented it the net tick time dropped and all was good. That is until I went to interact with anything.
It seems that waking up an object is a bit more involved. In my constructor I set my actors to:
When I say want to delete a block, I call a server function that deletes the block and that usually replicated down. Now it does not because the channel is dormant.
So instead I call
I choose to use ForceNetUpdate because it internally calls FlushNetDormancy and sets the net update time so it should update next tick.
The problem is that this does not seem to wake up the channel. The server always destroys the actor but the client does not. Has anyone successfully used this?
asked Dec 05 '18 at 02:21 PM in C++ Programming
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