Hello,
For a multiplayer game does it work if we use tiled landscape? A lot of tiles around get hidden while the are still other players playing on them. What happens then?
Hello,
For a multiplayer game does it work if we use tiled landscape? A lot of tiles around get hidden while the are still other players playing on them. What happens then?
There are a couple of issues that arise with world composition in multiplayer. If the server and client are on tile 1, and the server walks far enough away to unload tile 1, the client will fall through the tile, as well as a few other issues. My team and I are going to be using a dedicated server, so tiled landscapes work perfectly for us, as dedicated servers load all distance dependent tiles at once, and keep them loaded.
Google is your freind!
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An Excerpt from the official documentation at World Composition User Guide | Unreal Engine Documentation
“However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.”
thanks for your comment, help me with something please, if I have a map like arma 3, with the measures are 16 km x 16 km (256 km square), and I have different places at a great distance where players may appear, this would work with world compositing? and how many players can have? I will use three lods per model, like houses, cars, etc. let me know your thoughts my friend and if this can be possible, Thanks regards!!!
Yes, this should be fine assuming you set it up correctly. For multiplayer, i wouldnt go much bigger, asusming your using a solid single map. If you split it up, watch your map size. I remember there being a replication issue with things that fall outside of XY 1,000,000 to -1,000,000. This may have been resolved, but, i do remember having issues on the client side (players falling into the map as soon as they hit like 1,250,000 XY, things not displaying properly, culling distance being slightly “off” for distance, etc). I havent REALLY messed with it since 4.7, so, like i said, you would have to test this yourself.
Thats up to how well you design your server and the network solution you use. Will the default network solution (posted all over the place with youtube videos) work for more then like 50 people? Probably not. It may tho, depending on how well your server can deal with the code and how big/small your data is. It’s really a factor of, well, everything.
You can use 100 LODs if you wanted. up to you, no reason to stop at just 3. If you need more, make more! I am using 10 LODS and distance factors in the grass alone, so, feel free to use what works best for you and your project.
[QUOTE=Angrytoilet;614384]
this should be fine assuming you set it up correctly. For multiplayer, i wouldnt go much bigger, asusming your using a solid single map.
Many Thanks for your reply, I have clear some doubts, moreover this is the map that I have, please check and let me know what you think, Thanks my friend!!
[QUOTE=juanlezama;614411]
Looks good to me. I mean, from what i can tell you shouldn’t have issues. Just make sure your map falls between 1,000,000 and -1,000,000 on the XY (clicking “landscape” and seeing what the current position is). Again, this may NOT be an issue when using world comp, but, i remember using it and having issues when i exceeded 1,250,000 on the XY coords (starts at 1 million, but becomes very bad at 1.25 million). Maybe resolved, but, im not sure since i havent tested it lately lol.
nice!!, thanks for this point, I did not know this, really good point, thank you very much.
Do you have AIs? How will they navigate? It *might *cause some issues in such a large map to use the default nav mesh system.