Hi,
I have some trouble replicating Procedural Mesh information. In my game the host can import an obj object which will be turned into a Procedural Mesh, all during run-time. The trouble starts when the client joins. What I found out so far from older threads about this topic is that Procedural Meshs are not replicated. That I can confirm because everything works fine if I use a mesh object. So my question is how to handle Proc-Mesh replication best?
Here are options I found:
- Procedural Mesh needs to be rebuild on Client side (That works if I store all proc-mesh data into a save game and the client has the same save game, but than I have to copy paste the save game somehow)
- Convert Proc-Mesh into Static-Mesh (Haven’t found a run-time implementation)
- Replicate Proc-Mesh variables Vertical array, Normal array and so on (That only works with smaller arrays and is extremely slow)
- Found threads talking about RPC data transfer in chunks. (Going to look into it next)
- Maybe data assets (Need to look into it, probably same slow rep problem if even possible)
Again the information I found was often from 2016/17. So two years later any is there anything else?
What are you using? what would you recommend?
thx.