On the (listen) server, whenever the player triggers a new level to stream, this is replicated in the client. Is there a way to stop this?
My use case is an online co-op open world game. I want the server and each client to use level streaming independently of one another. Currently, when the server streams a new level, all clients do so as well. This is impractical as each client now has two sets of levels streamed, one around their location and one around the server’s. I’d like to stop the replication from happening, and use the persistent level to handle the rest (such as collisions so client’s don’t fall through the floor, navmeshs for AI away from server player, etc.)
Ideally, each player only loads the static meshes they need around them via level streaming while gameplay/AI etc. is handled on the persistent level.
Any advice would be much appreciated.