Hello, for example, if I delete more than a certain number of foliage items (runtime), the client’s game crashes in a very different way when a player reconnects or logs in later. It takes the references of the dynamic actors captured in the frame they started the game with and treats them as static. Post-processing doesn’t work. However, if there aren’t many changes on the server, there’s no problem. I attribute this to the numerous null code returns between the client level and the server level.
Is there a way I can fix this?
What I generally want is for the client to load the server’s level directly. I used to save data during the reconnection phase to synchronize the statuses, and when someone joined the game, I simulated them locally and synchronized their statuses. I also replicated this using a snapshot-like logic. However, as I said, the moment the game starts, it crashes when there are too many changes.
How can i fix this ?