UE4 World Composition and Level Streaming That Supports Multiplayer
Hello, community
I would like to suggest to add a course to the “Unreal Online Learning Courses”. That is a course that goes in-depth and talks about how to properly work with “World Composition” and level streaming in a multiplayer game that has a 20km by 20km landscape size for example.
Right now, the documentation doesn’t explain how to set up something like that and I see people asking all over the web about this topic so it’s a popular one. This course would answer a lot of questions that people have about the current limitations of world composition and if there is a better way to make a large scale terrain that doesn’t use world composition, this course would cover that as well.
What do you guys think? Should this be something they do for the community? Would this be something you would like to see as a course? Is this something you would be interested in learning about?
there’s really nothing specific about multiplayer with World Composition as long as you don’t use World Origin Rebasing (so the limit is 20x20 km, but no bigger)
in a multiplayer game each client will do their own streaming for rendering world composition tiles, and the server will have all the collision info that it needs so that (since it’s an authoritative server) it makes sure each client’s collision and physics remain synced.
basically “it just works”.
also they are deprecating World Composition for UE5, so there’s not much point in creating new learning material for it
Didn’t know that, are they going to replace it with another system? How else are creators going to make big worlds? Also, when using world composition in a multiplayer setting I’m currently playing with someone, if I host the game and we walk far away from each other the terrain keeps collision for the host, but not for the player that joins. The player that joins will fall through the terrain. Any ideas as to why this might be happening?
if I remember correctly you need to make sure the player that joins has the corresponding terrain chunk loaded before spawning. however it’s strange that the player falls through the terrain since the host should have all the collision info, so it should correct the client’s position constantly. in my case the result was the client would see a falling state (and falling animation) and falling through the terrain only for a couple of frames and the server continuously correcting it back up.
in my case it was a dedicated server. I don’t see why a listen server would be any different, but maybe it’s the case
but yes they’re deprecating world composition for UE5, they said it in one of the livestreams. they’re not simply removing open world systems, they’re replacing it with something else but it’s not specified what at this point
Wow, yeah I ended up just not using world composition and will try other methods to try and save memory. World Comp is not in a state where it plays nice with other features of the engine.