heya π
I'm working on an open world multiplayer game on ue 4.27 (don't kill me pls π₯² ) and initially wanted to use world composition and level streaming volumes to handle loading in and out sections of the world for performance reasons. This seemed to not work though as the server basically ignored all connected clients for the streaming , meaning that it'd unload sections even if another client is still in them, causing them to fall into the void.
Because of this I decided to make my own little level manager and it's working pretty alright (though I do want to make some changes to it still)
However after doing a first real-network tests, I've discovered that there's an issue with later joiners, where they wont stream in levels that were streamed in before they joined.
I tried fixing this by replicating the array of required levels down to the client and then letting the client load those levels in locally but this doesn't seem to do anything (I guess clients aren't allowed to load in levels in a multiplayer scenario?)
I've attached the level manager bp as well as a (slightly sped up) video. the bp is still very much in progress and I wanna make a proper queue system for loading in the chunks as well as reworking the collect required levels function.
Thanks in advance for any help or advice ^^
https://blueprintue.com/blueprint/4_57qeo-/