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.
Will numerous instances of this replicated master system cause frame drops?
How much bandwidth is typically consumed when replicating a structure with many variables?
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?