smoke trail effect is set active by pressing a button. the only way someone can see this on another computer is if it is activated while the player is in that computers view/screen. if the player walk behind the screen of the enemy player and activates the effect they cant see it till they turn it on again while being in their view. hope this makes sense. the only way I can figure out how to stop this is to have a loop that keeps setting to active so that when they finally get in the screen it is set to active again. dont want to replicate the particles themselves and overload network. just trying to figure this out.
Hey, I’m not quite sure I understand your issue, what do you mean with players screen?
Does the problem occur only on the client or server too?
Is the particle system set to replicate or are you using multicast, how is
your task set up?
thanks for the response. hard to get any direct help with these things. im a team leader in my factory and work all the time. any free time I get goes to my project. got photo of my only fix which was to hook the emitter which is replicating to the boost. boost is hit often enough where they will hit boost while being viewed by another player. I had the emitter hooked up to the engine on off switch but that wasn’t hit a lot. the player only sees the smoke emitter on the enemy if the enemy hits the button while they are in the field of view. if I hit engine on behind you then fly past you into your fov then you wont see it. you only see it when I activate the emitter in your field of view. distance is not a factor. even if im miles away from and too small to render you will see the smoke trail if I activate it in your fov. if im right outside your fov and activate you will not see until I re-activate it inside your fov. you have to be looking at me while I activate the emitter in order to see it. makes no sense. I put it on my boost as a temp fix. players hit boost often enough that the emitter will be seen. the smoke trail is big enough where you will see me a few miles away. its supposed to give your position away kinda.
From your screenshot I take you don’t have much experience in multiplayer scripting ^^.
If you find time I’d strongly recommend this doc: http://cedric-neukirchen.net/Downloa…Neukirchen.pdf
Replication can be quite hard and abstract in the beginning.
From what I can see on your screenshot, one issue is, that you try to do a multicast but are not ensuring that
the event is being fired from server side. Multicast can only be fired from the server, since the clients are not aware
of other connected clients. If you take the input from a client you have to send it to the server and then do a multicast to
everyone.
One method would be this, if the issue is still occuring set the events to “reliable” so the packages won’t be dropped if too much traffic occurs:
Another method would be to replicate your particle system and set the state on the server. It will automatically replicate the state to each client:
Hope you understand what I mean and it works
Ask if you have any more questions.
thank you very much. I notice on the hypothetical input_X that the authority switch has the remote also multicasting. Does this go to the server still? I was under the impression that the remote side was used for client side things or to replicate things to the server.
I reworked my jet engine on off switch and hooked the emitter to set active on the set movement mode replication and set it up as your picture. Still have the same issue tho. player has to be near the enemy player or in the view port of the enemy player for the emitter to replicate. its like the engine believes the emitter is not relevant because I am a mile behind them and it skips the replication. it is improved however because I can now replicate the emitter outside the viewport but I still have to be close enough to the enemy to have it replicate. if im a mile behind the enemy player outside of their viewport the emitter does not activate. otherwise as long as I am somewhere on the screen of the enemy (even if im smaller than one pixel) it replicates and the emitter is set to active on their screen as it should. is this because the emitter is attached to the character? should I be spawning an emitter attached to the character instead and then destroy it when the jet engine is turned off?
Edit: I made sure that the emitters significance is set to critical. I also have “disabled when insignificant” unticked. the emitter should always be significant. keep in mind that players are moving mach3. the distance I can put in between you and me in a couple of seconds is huge. its as if the distance is too great and the emitter becomes insignificant even tho it is set to critical and never disable. when im outside of my enemy’s viewport and over a kilometer away the emitter just doesn’t replicate on their end. but we could be on opposite sides of the map (max possible play area in ue4) and as long as im in the enemy’s viewport the emitter will replicate as normal. but if I activate outside of view while being over a kilometer away it never shows up till I re-activate it inside his viewport or activate it closer to him outside of enemy’s view. the boost was hit often enough that a player would hit it while in an enemy’s viewport. (keep in mind that im super far away). I also made sure the character bp replication was set to always relevant. its as if the engine says hey they cant see this anyways so dont activate it. I need some way of telling the engine that the emitter is relevant now go ahead and render that smoke trail that we skipped a couple of seconds ago.
I think this dude had a similar problem Particles are culled based on spawn position - FX - Unreal Engine Forums
hey wanted to update on whats going on. the smoke is now working as it should and the trail shows up when its considered significant. im now having the same issue with the beam from a weapon test. players can see the beam as long as the enemy is in the viewport or right outside of it. so now if someone is shooting at you from behind you have no clue till its to late and your dead. thought I could solve the problem by using the same fix for smoke trail by setting use fixed bounds but that is no good. the beam should be significant at all times and even when critical it is being turned off. is there not an option in the ue4 particle system to set a particle emitter to never cull or always be relevant. should I expand the bounds of the beam particle to an insane size to accommodate the max possible map/level size?
Oh ok,
I guess it’s not a replication issue and more of an occlusion culling related one.
Have you tried “Use Fixed Relative Bounding Box” in the system?
Particles are sadly not my speciality ^^
All I would do is search the forums.
You could post this in content creation too, I think there are more people able to help you.
Hope you find a solution.
thank you for your help max. you actually still solved a lot of issues with your replication example. we prob saved a month in production time
Glad it worked out for you.
Keep it up