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World Partition still makes client fall through tile if walks far enough from host (multiplayer)

In UE4 World Composition, if the listen-server and client are on tile 1, and the listen-server walks far enough away to unload tile 1, the client will fall through the tile. And this also happened in UE5 World Partition, but it took much more distance compared to UE4. How does a game like Valheim (Unity Engine) manage to make its client go far from their host (ex. teleport thru portal to the other side of world with their host still in other location) and is there any work around in UE4/5 without using dedicated server ?