Got a world composition issue… Note, only clients stream levels in our setup, our super computer servers load them all at first and doesn’t have this issue because all levels are loaded first. The issue is on client when a new player loads in. Any 0 velocity actor with gravity falls forever below the world if the client doesn’t load the level the actor is over fast enough. OnNetLoad can fire anytime, before or after the client loads the levels around them. Its independent of when streaming levels load in on client. The actor is still sitting there on the surface not moving at 0 velocity (and wont replicate again cause its not moving/changing). If it moves again on server, the actor auto replicates its new transforms and clients see it again on the surface like they should. Also when moving around the world. If an actor OnNetLoad fires off and it loads in on client before the level, same issue. The actor falls forever on client. Is there a clean way to know World Composition is done loading or is busy? Anyone else solved this already? It a world composition issue for anyone trying to make a persistent world with gravity enabled stuff laying around in the open world. The client will eventually load the levels, but any actor at 0 velocity that spawned first will forever be falling under the world until the server has a reason to replicate its position again.
Did you ever find a satisfactory solution? The only solution I’ve found is to only simulate physics for those actors on the server.