Assume this as a case of player joining a match which is well into progress.
Suppose an actor A which can move was marked to be replicated but the movement or any property was not marked to be replicated and net load on client is also unchecked.
In a nutshell Actor A has:
bReplicates = true;
bReplicateMovement = false;
bNetLoadOnClinet = false;
so when a new player joins in middle what will he see?
- Actor A never spawns
- Actor A spawns at origin and zero rotation
- Actor A spawns at correct location and rotation as in server
Basically I wanted to know what is replicated and how when only bReplicates is set to true.
Also is there a simple way to simulate delayed client game join in editor?