Unreal Engine Livestream - Networking in UE4: Server Optimizations - Jan 17 - Live from HQ

Did this video come out before the network PushModel? I’d be curious about tips/suggestions/etc regarding using the push model along side relevancy and dormancy. A lot of the internal engine classes use the pushmodel presumably to avoid the overhead of checking for replication changes.

Also, an unrelated question about dormancy and ForceNetUpdate();

How does dormancy interact with relevancy? Surely actors can’t be completely skipped by the network/replication logic when dormant if there are still moment to moment relevancy changes occuring, such as cull distance.

Does ForceNetUpdate(); circumvent the normal relevancy checks? (cull distance, etc)? Meaning when you ForceNetUpdate();, are you forcing replication to players potentially outside your relevancy bubble?

If not, and if the actor is then dormant, when a client comes into range of a dormant actor, how are they getting accurate state?