Use Client Side Level Streaming Bool In World Composition Mode

TexelBud
Sun, 17 Sep 2017 16:57:50 +0000
World Creation

I’m trying to understand the state of which bUseClientSideLevelStreamingVolumes is used with World Composition.
Is it simply that this boolean does not apply at all in this mode?

I know that it’s not feasible right now to run world composition+Listen Server due to the server not loading the tile in their side, thereby the client falling through the world:

Unreal Engine Forums – 29 May 16

Problem with world composition in multiplayer

I try use world composition / level streaming in multiplayer game and I have problem: I use listen server - one character (1) plays on the server, and the another (2) connect. When I teleport one of the two characters in a remote place, it looks as...

But what is the actual purpose for bUseClientSideLevelStreamingVolumes. If I run world composition + dedicated server everything is fine and the server loads up all the tiles so there’ll be collisions etc. Toggling this won’t make any difference. When I run world composition + Listen server, this also doesn’t make any difference, as far as I’m aware.

If I disable world composition and go back to using level streaming volumes, this also doesn’t do anything, again as far as I’m aware.

So as far as I know, it simply prevents the server from handling streaming volumes, however, it seems that even if it’s turned on the server still handles the level streaming, whether it’s dedicated or listen server.

Another plus question is, why can’t world composition load up tiles for clients on the server. I mean yes you can have the same effect when you turn off world composition and use level streaming volumes, but I’d like to use the good features of world composition such tile map viewer and the ability to load/unload tile from memory (the latter for me mostly). If you simply use sub-levels, and have many many tiles, this increases the time it takes to load up the persistent level.

1 post - 1 participant