Knowledge Base: Issues with Using Listen Servers with World Composition and World Partition

Issues with Using Listen Servers with World Composition and World Partition
Article written by Alex K.

Overview:
When creating a multiplayer game on a large map made up of streaming sublevels, you may run into problem…

https://dev.epicgames.com/community/learning/knowledge-base/D7lL/unreal-engine-issues-with-using-listen-servers-with-world-composition-and-world-partition

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Consider just using client authoritative movement then?

That fully allows the client to cheat with movement. Fly, clipping etc.

Yeah, but cheaters can be banned manually or via automated system (checks for flying, high speed, etc.) and in a lot of multiplayer games movement is not validated to enhance game experience for client side.

In this case it’s certainly easier to toggle 2 boxes than modifying engine code to prevent server side issues with streaming assets.

That’s a lot harder than you think. You have to be hella sure you know what they did, how they did it, and can prove it.

PlayerUnknowns Battlegrounds uses client auth movement and it’s lit with movement cheats. 200,000 bans a week globally. Yet, you can just get another free account and play an hour later.

https://www.reddit.com/r/PUBATTLEGROUNDS/comments/1bjj0j0/pubg_battlegrounds_weekly_bans_notice_03110317/

They’re running BattleEye and 2 other inhouse anti-cheats. At one point they were up to 5 anti-cheats w/no impact.

End of day it’s what are you and your community willing to deal with.