Pawn and Character Push Based Replication Support Plans

Hello!

This question was created in reference to: [Pawn and Character and Push Model [Content removed]

This was asked back in 5.1, so I wanted to follow up to confirm if there are any plans to do this. Conceptually, I understand both Pawns and Characters are generally high frequency actors, and it’s more than likely they’re rarely skipped. I have noticed some users attempting to make the push for characters to be fully push based. Wanted to just confirm if there are plans to do it still or if it’s been decided it’s not worth it for these to be changed.

https://dev.epicgames.com/community/learning/knowledge\-base/eZyq/unreal\-engine\-avoiding\-hitches\-in\-networking <- I would recommend updating any documentation, as it’s initially misleading that Pawns and Characters just will never be considered for push based skipping using the net.PushModelSkipUndirtiedReplication flag.

If you have any info about this as a “here’s what we would do or here are the potential pitfalls”, that would also be greatly appreciated!

Kind regards,

Darien

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Steps to Reproduce

  1. Enable Push Based Replication
  2. Set net.PushModelSkipUndirtiedReplication to 1
  3. Play the game with a basic 3rd person template character (sample project that is replicated will do)
  4. Confirm bCanUseNonDirtyOptimization is never set to true and thus ACharacters are never considered for skipping
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Hello! Apologies for the wait. I’m reaching out to the networking and gameplay teams to ask whether this is still something we are considering getting to.

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I got a reply from the networking team. This task isn’t something we will realistically ever get to so if you need to optimize pawn/character networking by making it push-based, it’s best to implement the changes yourself.

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Glad to find that out for you. Have a nice day!

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Hello Zhi!

Thank you for clarifying, figured that might be the case seeing as it’s very case specific.

Cheers,

Darien

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