I’m thinking of adding a multiplayer mode in my project, but before trying I would like to know if it’s worth, i.e. if in my specific case it would work without (much) latency issues.
Basically the project contains a very big procedural object. Well, actually, several procedural objects, like a thousand or so, which are combined to form an actor. The user can move at any time any of these procedural objects, and sometimes it could trigger something that would move every object.
I’m not worried about whether each client would have the same object, since they’re procedurally generated; I’m assuming that each client has the same object. I was wondering how it would fare in multiplayer performance wise.
Suppose EVERY procedural component is replicated. Would Unreal actually send their transform over the network at every tick? How does it work? I didn’t find much about *how *replication actually works, so I’m not sure. I’m afraid that it would be just too much to handle…