Structure vs Single Variable?

Hey everyone,

I’ve implemented a replicated master system in my game that spawns places in the world. This master, acting as a parent, contains a variable which is a structure with over 30 variables. I’m concerned about potential performance issues with many instances of this master in the game.

  1. Will numerous instances of this replicated master system cause frame drops?
  2. How much bandwidth is typically consumed when replicating a structure with many variables?
  3. Can having many replicated instances impact memory usage?

I need advice on the best way to get a player’s owner places. Do I have to create separate variables for each piece of information, or is there a simpler way to check the structure and retrieve the owner’s info?

Thank you

When the game starts the whole thing is sent. Every element and value. After that point only changed variables are replicated.

Say ‘Owner Name’ changes. Only that change will be sent next update.

Thank you, but “Owner name”, exists inside the struct, will UE send all variables inside my struct or just the changed variable?

Just the changed element of the struct.

Here’s my struct.

Everything is sent when it first replicates.

If nothing changes after that, nothing is replicated.

If Percentage of Total Bases changes, then only Percentage of Total Bases is replicated on the next update. No other variable of the struct is sent.

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