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.