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Packet loss with dormancy and/or low NetUpdateTime

Hi,

We are looking to optimise our networking performance by making more actors dormant, and/or use a low NetUpdateTime, but how does dormancy and a low NetUpdateTime work with packet loss?

If an actor is dormant, and then the replicated properties are forced out with a call to ForceNetUpdate, what happens if there is packet loss?

Does Unreal ensure that properties are replicated for dormant actors with a call to ForceNetUpdate, even when there is packet loss?

Thanks,

Phil.