How best to approach Instanced Static Mesh "Replication"

So I’ve come to the conclusion that plain old actors wont work for my game. There are too many units/projectile/buildings. So I will have to go the ISM route and do vertex animation. I’ve been slamming my head against the wall trying to come up with a system that emulates Unreal’s actor replication but for ISM instances. Here’s how it works:

-Player pushes ‘create unit’ hotkey
-Request gets sent to server
-Server validates
-Server adds serialized data to a replicated array of newly spawned instances
-Both server AND clients have OnRep function to translate data and create instance
-Clients report back using reliable RPC to server they received that instance request
-Once server has all acknowledgments it removes it from replicated array
-Periodically server does a reliable et multicast to ensure state is the same.

I can’t figure out a better way to do it while also making the system reliable, but its lagging my project to high hell. How does unreal do actor replication? Any suggestions for better approaches?

Thanks

Just to get ahead of potential answer - I’ve read ever single post and article i can get my hands on. There’s very few people talking about ‘replicating’ ISMs

I think I’m going to just use Unreal’s actor replication as a vessel carrying directions to the clients on how to create ISM instances. Then just destroy the actor right after. It’s just so efficient. I can spawn 100 actors in 2 seconds and all my clients get them and it barely nudges my FPS

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