Open Yuri6037 opened 8 years ago
First issue can't realy be fixed without loosing quality on physics simulation or on particle system update. Basicaly it's linked to the constant send of infos about the new positions/rotations. It's part of physics simulation syncronization.
Rectification I believe there is a way to fix those issues without loosing physics simulation quality and maybe even increasing quality : Set Physics Angular Velocity, Set Physics Linear Velocity, Get Velocity and finaly Get Physics Angular Velocity. Those are all BP nodes I just need to find a workarround to call them from C++.
Issue number 5 should be fixed however after testing in multiplayer, I noticed none of the replicated vars are actualy replicated !
Ok I have my idea for the variable replication issue : using RPCs instead of simple variable replication.
Maybe even using RPC will make NWVars easier and more reliable...
There is something unknown ! Something I can't explain, lua started to work again like that, after commenting, uncommenting, again and again the whole lua file, it finished by working, I did not understand what happened !
I belive Lua compilation process was failing without any reasons...
Error 7 is now fixed (Just forgot to add Contruct() the EntityOverlapTest so it can start replicating model).
I even tested running the editor without the DLL inside Binarries and I had no crashes at all...