Hi, I am fairly new to Unreal, but have read quite a bit on the approach used for muttiplayer game.
What I would like is to get is guidance on how to use either replication or RPCs to implements the following:
I planned to have a dedicated Unreal server receiving images (and meshes) from an external application for rover visualization.In this context, the rover take image as it move around, and these images are tagged with the rover (and camera position) such that the camera fov position and orientation is know. The images (and potentially 3d point clouds taken by a LIDAR), would be comming every few minutes. Note here that the server has to keep all images and meshes (or at least a history of the last few 100s), not only the last ones received. This would be a multiple users setup, and the data would be shown in 3D in all the user world.
First approach :
This approach would use a client side RPC called from the server (when the server receives new data from the external application) and passing the new data as a parameter (i.e. the image and pose). The RPC call would be made multicast and reliable. On the client side, the RPC function would create the required UComponent to display the data being passed. I am just not sure if this is an efficient way of doing this. This approach would need some other mechanism for sending the existing data when a new user gets connected (maybe another client side RPC that passes the list of images at connection time ?).
Second approach:
This approach would have the server create a UComponent upon receiving data from the external application. These would be replicated on the clients. I assume that this would also work for client that connect at a later time (i.e. the client would get all object being replicated at that time). This looks simpler to me, but would involve replicating quite a lot of objects (a few 100s).
Note that the objects representing the data will not change after being created.
Thanks !