I would like to use destructibles as a part of a multiplayer game and affect its gameplay. But as it currently stands destructible chunks do not replicate their location nor state of the mesh still undestroyed: if I apply damage to the destructible mesh the extent of the damage varies from client to client. As in a hole in a wall can be either bigger or smaller on different clients, this makes the game unfair.
To go even further it would be really, really nice to replicate the location of higher level chunks and structures made up of them, as in if a player destroys a bottom of a pillar making a bridge this would happen on all clients.
The only way to implement this would be via c++? Is this even on Epics roadmap in the future or of interest?
There have been tests with networking replication of destructibles, but the only one with proper chunk location and structure of the still unbroken mesh seems to be using different actors to form the destructible in the first place making it unusable for larger structures and very cumbersome to implement.