I wanna use the replay system to implement a killcam feature for like multiplayer deathmatch type of game and need stay connected to the server in order to spawn again for the next round.
In the memory streamer section of the documentation it says this can be done by using the dynamic duplicated levels. I tried enabling the Experimental_ShouldPreDuplicateMap method to create a level duplication at runtime what seems to work. I use the memory streamer and at PlayReplay I add the option “LevelPrefixOverride=1” in order to use the demo driver from the dynamic duplicated levels collection. Otherwise it plays the replay in the same level and disconnects from the server. However every time the game either crashes or doesn’t load the map correctly and breaks the PlayerController so I’m not able to move. The connection to the server seems to be fine, as I can still see other replicated players moving around on the broken map.
The map I’m testing on is just a simple persistent level. I tried splitting it up into a Level Stream but doesn’t seem to make any diference.
Doesn anyone else have this issue or got the replay system to work in a multiplayer environment without losing the connection to the server?