Late join handling is hardened in the Scene Graph, so a player entering a match already in progress lands in a consistent world state.
Late Join Robustness covers the join-in-progress failures reported against the Scene Graph, and the fixes center on how entity lifetimes and sub-simulation entities behave when a client connects mid-session. It is scoped to the Scene Graph rather than to Verse as a whole, since that is where those fixes land.
Hi. Why i s there such a low priority? We have a lot of problems related to the topic “joining game in progress”… Here is an almost 2 year old topic, which Epic still hasn’t fixed…
Oh yes, while we’re on the subject… By the way, it would be a great feature if we had the possibility to limit the time (e.B. max. 15 minutes after the start of the game) to join an ongoing game, because joining shortly before the end of the game makes no sense.