I can drop an item from my inventory and it spawns/replicates on the server, every player receives an update that it spawned and can interact with it.
The Net Cull Distance is around 50 meters (25000000uu) and works fine for items dropped by other players, but items dropped (and owned) by the player seem to always stay relevant. Even when moving over 500 meters away and zooming in I can still see the items I dropped.
For example:
Item dropped is a replicated static mesh actor with replicate movement enabled.
- Only Relevant to Owner = off
- Always Relevant = off
- Net Use Owner Relevancy = off
_
- Player A and B join game
- Player B drops an item
- Player A moves outside the net cull distance of Player B’s item
- Player B’s item gets culled according to the cull distance
_
- Player C and D join game
- Player C and D drop an item on the same location
- Player C moves outside the net cull distance of both items
- Only the item Player D dropped gets culled, the item Player C (owner) dropped stays visible
I’ve tried spawning the actor without an owner and setting the owner to none after spawning, but the results are the same.
Also setting any possible combination of relevancy switches on the component itself had no effect (all set on the server). I read that owned objects are always considered relevant regardless of distance, but I can’t seem to change it with Blueprints.
I’m already familiar with eXi’s Network Compendium and the Actor Relevancy and Priority flow and haven’t found any other good leads besides AActor::IsNetRelevantFor() in C++.