Do Niagara Vfx work in Multiplayer games?

Are niagara Fx fully compatible with multiplayer sever games? I’ve read some things that seem to imply there are limitations but I’m not experienced enough to fully understand what they mean.

One thing I read said “Niagara simulations are not replicated on the network and don’t run on server instances, so multiplayer would be impossible that way”

In my specific scenario I was thinking of using niagara by having one player press a button and that displays a hologram of naigara particles that all players on the server can see (if they’re nearby). Is this type of thing possible?

[quote=“Ledgic09, post:1, topic:1952254, full:true, username:Ledgic09”]HealthCareGov
Are niagara Fx fully compatible with multiplayer sever games? I’ve read some things that seem to imply there are limitations but I’m not experienced enough to fully understand what they mean.

One thing I read said “Niagara simulations are not replicated on the network and don’t run on server instances, so multiplayer would be impossible that way”

In my specific scenario I was thinking of using niagara by having one player press a button and that displays a hologram of naigara particles that all players on the server can see (if they’re nearby). Is this type of thing possible?
[/quote]

Hello,
Niagara effects in Unreal Engine have some considerations when it comes to multiplayer games. Let’s break it down:

Niagara VFX and Multiplayer:
Replication: By default, Niagara simulations are not replicated on the network. This means that the visual effects generated by Niagara (such as particles) are only visible on the local client where they are executed.
Server Instances: Niagara simulations do not run on server instances. They are typically client-side computations.
Limitations: Due to these limitations, achieving consistent visual effects across all clients in a multiplayer game solely through Niagara can be challenging.
Your Specific Scenario:
In your scenario, where you want one player to trigger a button and display a hologram of Niagara particles visible to all nearby players, consider the following approaches:
Client-Side Effects: When the button is pressed, execute the Niagara simulation on the client who triggered it. Other nearby clients will see the effect, but it won’t be perfectly synchronized across all clients.
Server-Driven Effects: For synchronized effects, consider using server-driven mechanisms. When the button is pressed, notify the server, and then the server can trigger the Niagara effect for all clients. This ensures consistency but may introduce some latency.
Hybrid Approach:
You can combine both approaches:
Local Effects: Execute the Niagara effect locally on the client who pressed the button for immediate feedback.
Server Replication: Simultaneously, notify the server, and the server can replicate the effect to other nearby clients. This way, you get both responsiveness and consistency.
Remember that while Niagara is powerful for creating stunning visual effects, its behavior in multiplayer scenarios requires careful consideration. Experiment, test, and find the right balance between client-side responsiveness and server-driven synchronization for your specific game!

Hope this will help you.
Best regards,
cheri232cruz

I appreciate the copy and paste from chatGPT but as everyone knows it’s not a reliable source of information with specific tech stuff like UE.

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