Hi!
I would like to see u-property replication conditionally based upon connection channel/player. I.e. allowing which players that actually gets updates. This can already be achieved for one player by setting owner but in some games like RTS games more precise control is sometimes needed.
Turing off replication of an actor totally for an arbitrary number of players is already possible today. However sometimes it would be better to being able to just turning off some replicated values. An example of this could be a “structure actor” in an RTS game. We want all players to see house when not in fog of war but not what’s being build in it as an example. Replicating variables conditionally per channel/player would allow to solve those kind of security problems that likely will lead to cheating if your game grows popular. only solution to this today is to use some “proxy actor” solution as I understand it, I would be happy if you told me I’m wrong. Also a minor problem is that when a structure is found but goes into fog of war again, it should often still be visible but without updates. If not replicating variables conditionally per channel/player is possible this also turns into some “proxy actor”/“placeholder actor” solution.
One abstract idea would be to e.g. letting PreReplication have a playercontroller parameter saying which player we are about to replicate to. I know system doesn’t work this way today and documentation also states it’s not per channel. But as I said it’s just an abstract idea. A better solution can sure be found.
Thanks in advance!