I was wondering if anyone could corroborate a test that I have done where I try to reduce outgoing network bandwidth by converting a Vector to a Rotator for the purpose of making the data sent less, and then converting back to Vector on the other side for use on the Remote.
If you check out this report from the Unreal networking profiling app you can see that for the same number of sends the Rotators are half the data compared to the Vector.
I am perplexed by this but am thinking maybe Unreal Quantizes rotators but not Vectors by default? Does anyone know if this is true?
I’m working mainly with Blueprints and I can’t find a way to control a specific variables network quantization using blueprints.
So I did a test where I converted a Vector that had many decimal numbers in its members, to a Rotator and then converted that again and put the result in a new vector, then printed out both the first vector and the last vector.
They both look the same at least up to the three decimal printed.
That would be enough precision for me, for my intended use of these variables.
(I haven’t yet done the full test and measurement with my method.)
Does anyone have any experience or thoughts if this sounds ok?
Or know how to control quantization in blueprints?