Closed shun126 closed 1 month ago
I generate at host first and then using same seed to generate at client, not using your plugin default replication solution
I generate at host first and then using same seed to generate at client, not using your plugin default replication solution
But wouldn't that respawn enemies and other things spawning client side?
I generate at host first and then using same seed to generate at client, not using your plugin default replication solution
But wouldn't that respawn enemies and other things spawning client side?
That is your gameplay logic, I have handle all spawn by myself
The dungeon meshes don’t need to be synchronized, so they are spawned separately on both the server and client. Enemies, on the other hand, need to be synchronized, so they must be spawned on the server and replicated. The same applies to doors.
I am testing the addition of Steam matchmaking in the Demo project.
I tried integrating the Steam subsystem into the demo program, and I was able to package it. If I can check the error log, I might be able to consider a solution. I will investigate again once the error log is submitted, so I will close this isssue.
This is what we are dealing with.
The client is the left picture and host is the right.
Packaged game using steam subsystem.
How should we set this up so it replicated correctly?
Originally posted by @OnceUponAMonster in https://github.com/shun126/UE5-DungeonGeneratorDemo/discussions/52#discussioncomment-10603442