Manage network relevancy manually?

I am working on a multiplayer prototype in which the pawn’s camera can be quite far away from the pawn itself.
So my pawn could be quite close to another player’s pawn, but my camera is very far away. I think this causes that other pawn to become irrelevant to me.Which is not what I want. I still want that pawn to be relevant to me!
I would like to manually manage the network relevancy of a group of pawns myself, but I’m not sure if this is possible in blueprint?

Is there maybe a way I can remove the camera viewpoint / visibility check from the network relevancy checks?

For now I’ve set my pawns to be “AlwaysRelevant”, this fixes the issue but it’s really not how I want to solve this…

Not in Blueprint AFAIK - but so long as you are possessing (and the network owner) of the pawn, it should stay relevant regardless of distance.

In C++, you can override AActor::IsNetRelevantFor() and put whatever conditions you want in there, but in this case just possessing the pawn you are controlling should be enough.

Thanks for the quick reply! That makes a lot of sense. It sounds like I should be able to resolve this in blueprints.

However, that means that something else is going wrong :slight_smile:

The pawns camera is actually attached to another actor (let’s call it the “outer body actor”), that outer-body-actor then travels very far away and takes the camera with it (yes I know, I’m prototyping way outside the box). So probably the outer-body-actor becomes irrelevant to the other pawns?

Should I perhaps us the “NetUseOwnerRelevancy” checkbox? If so, should the owner be the owning pawn on the server or the locally controlled one?