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Multiplayer, on huge map, client can not see others.

When i come to test with default “Third Person” project of Unreal Engine, scale the floor 1000 times. I set NetworkPlayerStart ( Startposition ) to (X=1905264.250000,Y=952500.000000,Z=688.029175). I’ve set “World bound check” to false and set Numbers of Players to “2”.

Now, my Player can not see others. But if NetworkPlayerStart is near (0,0,0), everything is OK.

Could you help me?
Thanks in advance.
Nam.

The default projects do not support multiplayer - some work would be required to get it to work (might be as easy as checking the replicated and owner-see flags in the character).

Increase your net cull distance in your character class.

I checked two values, problem is small map is ok, but large map failed.

Ok i check it now and will post result later, thank you^^

Result: nothing changed T.T

If no one offers a definitive answer you may have to resort to logging etc.
Are the pawns even being spawned, if so what are the co-ordinates vs target…
I’ve done quite a bit of testing in mega-large local multiplayer split-screen maps.
Some of the quirks are interesting. Is this a Listen Server / Dedicated Server setup?
Spawn all at origin then use slomo to move away towards target, do players disappear?

If no one offers a definitive answer you may have to resort to logging etc.
Are the pawns even being spawned, if so what are the co-ordinates vs target…
I’ve done quite a bit of testing in mega-large local-multiplayer split-screen maps.
Some of the quirks are interesting. Is this a Listen Server / Dedicated Server setup?
Spawn all at origin then use slomo to move away towards target, do players disappear?