Can we use Blueprint Nativization to overcome the lag issues caused by blueprints in multiplayer? In order to solve issues posted in these videos?
bump?
To a degree. But you will need to utilize C++ and BP’s.
C++ for the parent class… Complex code (extensive math, loops, spawn/destroy actors) should be C++. Then create a BP child class to config.
Over complicated replication structures will cause laggy/jittery effects. aka spamming the network (saturation).
You absolutely have to profile your game as you go.
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Thanks! Could you recommend me some good profiling tutorials?
The ones provided by the engine are pretty much all you need.
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Thank you! I’ll have a look at them!
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