Recommendations for very short-lived effects in GAS - ActiveGameplayEffects using LOTS of network traffic

ArkadyEnglish
Thu, 13 Jun 2024 15:12:03 +0000
Programming & Scripting

Hi folks,

We are using GAS for a few effects that are very common and very short lived - e.g. weapon recoil applies an effect which lasts for under a second, and then is removed.

As a result the ActiveGameplayEffects field is dominating our network traffic. Every shot fired (and a few other common actions which have a reaction GameplayEffect) causes a new effect to be added to that array and then shortly after removed. According to the network profiler this is averaging 80 bytes per update, which really adds up when multiple players are doing things multiple times per second. (ActiveGameplayEffects accounts for around 80% of our network traffic right now).

What best practices are there for this? I’m thinking having the effect always applied but needing a gameplay tag to be set to be active would be better, as this would use only a few bytes to apply/remove.

Thanks,

Arkady