Net Cull Distance Squared - How does it work?

I used this before to prevent replication to actors that are too far away, but now for the life of me I can’t get it to work.

That is what it’s used for, right?

When you say you cant get it to work, what do you mean?

The value you input is the Square of the distance you actually want. So by default the value of 225000000 is only 15000 UU (Unreal Units). Anything beyond that value that is set to Replicate, will not replicate.

If your Actors are not setup to replicate correctly, then you wont notice any changes in their replication over this distance for obvious reasons.

What settings are you using?

When I say it doesn’t work, what I mean is, even if I set the distance to 1, actors continue to replicate.

What you described is exactly how I expected it to work, since it did work once before for me. I may have to try it on a new project tomorrow.

yes, that’s how the distance should work. If you set the NCDS of an actor to a really low value, the actor shouldn’t get replicated beyond it.

Epic’s introduction Video to Networking has a small example with a chest, where it only updates if the other player steps into the NCDS zone.

I assume your Actor meets a previous criteria. See slide 70 from my Network Compendium:

Compendium Link: http://cedric.bnslv.de/unreal-engine-4-network-compendium-released/

2 Likes

Thanks eXi!! I was trying to find your PDF earlier and I couldn’t.

And I did check out the chest example awhile ago, just to be sure, and it works fine. I’m starting to think it’s my project… I don’t know, like I said I’ll try on a new project and see how it goes. I’ve done this before already, so it’s frustrating having it not just work.

I found the issue: actors placed in the level will not properly act using net cull distance. However, if I spawn the actor, everything works as expected. <<<nope

Could this be a bug? Should I make a post on answerhub?

Sorry for triple bump, but I still can’t get this to work at all.

I decided to do the simplest test possible. Here’s what I did… I migrated the ‘Content Example’ relevancy chest - it worked 100%. So, I simply copied what it was doing. Top is mine:

Inside both rep notifies are simple ‘Hello’ prints. My actor has a net cull distance of 4. It should be irrelevant to all clients… right?

When I overlap the chest, only the server and the overlapping client print. When I overlap my actor, EVERYONE prints.

I’m at my wits’ end with this, I really don’t know what’s wrong. Both actors have the exact same settings, except for my actor having 4 for the cull distance. Left is mine:

EDIT: Of course shortly after posting I figure it out… Here’s it working:

The FX only spawn is the client close enough, too