In-progress join and interactable foliage replication

Hey there! Long time I left this topic lying about, but it came up once again (dunno what else to do with my free time lol).

Have you taken a look at it? Maybe found a solution?
Tried to do this with RepNotifies instead, it produces good results with low instance counts but with higher instance counts it even produces Engine crashes :smiley:

I guess we can’t avoid splitting up high instance counts into partial updates which would ultimately require us to also somehow avoid desyncs while the transmission is in progress.

I would be hella interested in talking to some Unreal dev about this topic, take ā€˜Grounded’ for example, they have thousands of grass blades you can chop down. They have to be foliage too. And with instance counts above about 1000, syncing it becomes a problem… Interesting topic however

No, I didn’t look into this since I won’t have in progress joins. But I guess I would send it piece wise to the client during the clients load, then when everything has been send over I would add those instances on the client. As for avoiding desync during this process, I would block any change to the HISMCs and either queue those changes till the client finished, or do a delay loop until the client finished. Also I would delay loop the change from any foliage actor that should get removed and added to a HISMCs.