HaywireInteractive / OnAllFronts-Public

UE5 MilSim FPS / RTS Game (formerly ProjectM)
MIT License
112 stars 22 forks source link

Optimize replication of bullet holes #935

Open Leroy231 opened 4 months ago

Leroy231 commented 4 months ago

Currently when a projectile hits the environment we destroy the projectile entity on the server and then spawn a bullet hole entity which gets replicated to client. After https://github.com/HaywireInteractive/OnAllFronts-Public/issues/856 projectiles will run collision checks on client but the server will still spawn the bullet holes. Instead to save on replication bandwidth do the following on both client and server: