What about the reliability of RepNotify properties? Are they unreliable by default and we need to set something specific to make them reliable? Or is it the other way around and they are reliable by default?
Repnotify are not unreliable as such, only that they do rely on quality of network and machine performance and so may result in dropped messages.
Reliable ensures delivery.
And as far as I’m aware, there’s no way to default this behaviour.
And how to you ensure repnotify becomes reliable? For the rpc calls it’s just a matter of adding the reliable keyword into the ufunction macro, but what is the way for repnotify properties?
I don’t think there’s an easy way. I’ve never really encountered many issues with either method but of course my needs are simple. I guess minimising the transmitted data would be a start.
It’s one of the reasons you get multiplayer specialists in the games industry. Some more complex games may employ entire teams to work on these mechanics so for a solo indie developer, you’ll not get it perfect when working about everything else as well.
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