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Multiplayer

Multiplayer

When a World begins play, the plugin automatically spawns an EiiDataActor. This actor stores data on registered ISM components and their converted instances, ensuring this information is properly replicated to other players.

Alternatively, EiiDataActor can be manually placed in a level. If added this way, it won't be spawned automatically.

Execute Convert/Restore calls on the server

In multiplayer games, ConvertInstanceToActor and RestoreActorToInstance calls need to be executed on the server (even if triggered by a client).

Additionally, replication must be enabled for the converted actors and their components; otherwise, only the server will be able to see the actors or their movement.

In our examples, we have a Blueprint event that handles the logic for chopping down a tree. As shown in the image below, this event is called on the server.

image