Binary Compressed Save System, Save Entire Dynamically Generated Worlds! ♥ Rama

Possibly. In either case, It seems to work with 1 added line to the Cpp. Now, my understanding of the Rama Save plugin is that it loads a binary and re-spawns all the assets in the world. Even dynamically created assets. This is causing a bit of an issue with our multiplayer game.

Our world are completely dynamically generated. Since the assets are recreated at runtime, the level fully loads really fast. and the players postLogin gets called before the elements of the level are fully loaded. So, they end up falling through the world on the client as it takes a minute for everything to replicate into place. Usually there would be a loading screen or something that I could cover this up with but since post login has already been called I’d need to create a Post-Post login function. That’s just getting kind of nuts :stuck_out_tongue: