Client can not see others, but server see all

Hi all!

The first, sorry for my bad English.

I’ve set up a multiplayer game.

When my PlayerStart ( start spawning position) location near the (0,0,0), every clients can see others.
But when PlayerStart location is large ( mine aprox 1905264 ), server can see all client players, but client can not see others, only it.

I don’t know why, i’ve test spawn a normal actors - server and client can both see them.

I’ve test, Only Owner See is disable. And in player-blueprint i checked Visible and set it ON when it is hidden, but nothing changes.

Please help me, thank in advance all.

Best regards for you,

I have had this happen too on extremely large maps. Try checking the Always Relevant checkbox on your Character BP.

Thanks for your comment, Dartanlla! I’ve checked Always Relevent but nothing changes.

Replicated checkbox for the actor should be enough.

Are you using Characters, Pawns, or Actors?

I using Character, ingame BP character inherits from my custom C++ (Character) Class.

I’ve checked both Replicate on Blueprint and bReplicates in C++ class :slight_smile:

When i come to test with default “Third Person” project of Unreal Engine, scale the floor 1000 times.
I set NetworkPlayerStart ( Startposition ) to (X=1905264.250000,Y=952500.000000,Z=688.029175) , the same problem i get.
Before, i’ve set “World bound check” to false and set Numbers of Players to “2”.

Thanks again,

When i come to test with default “Third Person” project of Unreal Engine, scale the floor 1000 times.
I set NetworkPlayerStart ( Startposition ) to (X=1905264.250000,Y=952500.000000,Z=688.029175) , the same problem i get.
Before, i’ve set “World bound check” to false and set Numbers of Players to “2”.

Thanks again,

Any news about pawns disappearing when playing on large maps ?
EDIT:
Found out a solution … Set "Net Cull Distance Squared’ from 225000000 to whatever You like …I set it to 100000000376832,0
XD
hope it helped someone

Hello, this 's my new acc,
Thank you Masakralny, i am going to try this solution now.

Obviously set it [Net Cull Distance Squared] in Your Character Blueprint in Class Defaults