[Multiplayer] Player dissapearing from the other player perspective when going too far away (and vice versa)

Hello, I have been trying to understand how this all work. It’s the first time I encounter this issue, and the first time i’m really touching Culling-related things.

Basically, I have 2 players in a very large map, that they explore and fight in it, problem, the players can’t see each others if they are a bit too far from each others.
An other issue occured that, in the game, there is the possibility to Ping the position of the other player, however, the ping isn’t shown for the player that would benefit from it if the player is too far away (aka the Player that activated the Ping) (and it’s about the same distance that the other player dissapear as well)

Does someone have an idea on how it might be fixed ? Oh and it’s on Unreal Engine 5.4.

Sounds like it could be the Net Cull Distance Squared value on the characters themselves. If your distance to the character exceeds the net cull distance then that character is removed temporarily until the distance is reduced again.

The default value is very large to begin with but try adjusting it to see if that helps. Just know that increasing it comes with potentially more network cost and wasted bandwidth especially if you can’t even see the actor in the first place (behind a hill) but it still is replicating data (within net cull distance).