#what use case do you have for such a

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rain stream
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@drifting monolith I would like to have some insight to this question too !

drifting monolith
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if i have a server initiated ability that spawns a replicated actor, and then i want to run logic after the client gets that actor, a super easy way would just be to replicate the actor ref and then wait for client to sync and continue with some logic

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as an example

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something like this seems perfectly fine to me and probably works perfectly fine right now

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atleast for me in my coop scenario

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i guess another situation is if i already had a replicated actor spawned right before the ability fires and the reference has to be aquired nicely on the client

rain stream
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Well, you don't need a replicated variable for that ...

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Spawning s replicated actor from server will work. The rep actor could send a server rpc after it has ben rep if you want ...

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There is also the possibility to avoid replicating the actor, and just "sync" yhe properties that are required

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I made something similar where all simulated proxies have a copy of an actor.
He's not replicated.

It's properties are, from a replicated actor component on the main char

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Ex: position, rotation, model etc ...

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Plus, what can be soft pointers are, which avoid the sync load of the replication

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I async load the properties and spawn on each client at the same place, attached to the same actor etc

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@drifting monolith

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Sure that's more work

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But that's way more efficient

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We have 100+ players.

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Oh, and the server rpc just has to fire an event for the GA to tell it: rep is done

drifting monolith
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yea i currently use just have server and owner spawn an actor and use RPC to send properties around

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in which if i really wanted to have some rep actor the actor itself could in theory use property replication for those values to get around not having property rep in ga, but like i said i do understand its generally a bad practice in this case

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but it would be nice for epic to let me stub my own toes 😄