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Server owner / Relevant Team

Open Rusel2050 opened this issue 5 years ago • 10 comments

Hello! I have a problem. I will spawn cubes for each player and I need to divide the replicability of these cubes into teams. image Everything works fine on clients, but they don’t get a cube owned by server Player Controller: image Settings: image Perhaps this is some kind of bug. Teams work well(exclude server's cube): image image

Rusel2050 avatar Jun 06 '19 15:06 Rusel2050

Hello! Thank you for the report! going to resolve this issue on this weekend. Yeah it looks like a bug.

May I ask which version of UE4 are you using?

locus84 avatar Jun 06 '19 17:06 locus84

4.22

Rusel2050 avatar Jun 07 '19 01:06 Rusel2050

Hm... it looks like server itself does not have connection manager. because server does not need any connection to self. This is normal for original replication graph which lacks team functionality. Need to do some additional works. Going to update when i'm done.

locus84 avatar Jun 09 '19 14:06 locus84

Hm... it looks like server itself does not have connection manager. because server does not need any connection to self. This is normal for original replication graph which lacks team functionality. Need to do some additional works. Going to update when i'm done.

Thank you!

Rusel2050 avatar Jun 09 '19 16:06 Rusel2050

Does ReplicationGraph apply to events? I would like to make a multicast event triggered by a team.

I also noticed that all ectors exposed in command replication are always created for all clients. Then already hiding or something like that. Is it possible not to replicate the creation of actor at all?

BeginPlay works for everyone, although clients from another team should not receive these actors.. Also, all variables are initially transmitted. Under heavy loads, this will greatly load the network. Can you help with anything? image BattleID(It's team name): image Players should not be aware of other battles.

Rusel2050 avatar Jun 17 '19 06:06 Rusel2050

I found the cause of the problem. (Second question) Multicast events reveal actor hidden for a replication.

Rusel2050 avatar Jun 17 '19 22:06 Rusel2050

Yes that is default implementation of unreal network. And yes, multicast event should work to those who have that actor visible

locus84 avatar Jun 18 '19 03:06 locus84

Yes that is default implementation of unreal network. And yes, multicast event should work to those who have that actor visible

I do not know how this should work. But when using TeamRelevant and calling Multicast, Actor appears absolutely for all players. Calls its BeginPlay. After a second disappears.

This is not a problem, I will stop using Multicast. But if he worked, it would be cooler.

Rusel2050 avatar Jun 18 '19 04:06 Rusel2050

Can you try spawn those team relevant actors after a player controller joined? Because there's time for actor exist and player controller is not created for the connection.

Try create the actor in the beginplay of corresponding playercontroller

locus84 avatar Jun 18 '19 12:06 locus84

I recorded a video: https://drive.google.com/file/d/1p-9DO78Fb3igGXed2ZAz4Fjo8-fYxdjR/view?usp=sharing

Rusel2050 avatar Jun 18 '19 21:06 Rusel2050