I have to replicate a huge amount of stuff and I wonder what’s the best approach. Especially I can’t decide whether to use Replicated variables, Repnotify variables or replicate everything through functions.
According to this: https://answers.unrealengine.com/que…fy-costly.html* replicated variables and especially rep notified variables are very bad for performance.*
I’ve done my own test on this case and my results are rather confusing.
With 4 Players, 5500 Actors in PIE (UE 4.12.5).
Clean Actor, no replicated variables: 45MS Impact on Gamethread for the server
Clean actor, 12 (4x bool, 4x float,4x static mesh) replicated variables: ~47MS
Clean Actor, 12 rep notified variables: ~47MS
I’m quite confused that
- theres no difference between rep notify and simple replicated variables
- Simple Actor replication has such a heavy impact
- Variable replication has such a low impact (66.000 replicated variables only add 2MS - Replicating 1 Actor is as expensive as replicating 265 variables)
Considering Actor replication is that expensive, it seems completely unnecessary to care about variable replication, because variable replication only works if the actor is replicated. I have done quite some more tests with different settings like lower net update rates etc. but the discrepancy between actor and variable replication stays the same.
I’d love to get some insight as of why things are as they are.