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Some modifications on the MP-code of the Voxel Plugin for Unreal Engine

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VoxelMultiplayer

Some modifications on the MP-code of the Voxel Plugin for Unreal Engine: https://www.unrealengine.com/marketplace/en-US/product/voxel-plugin-pro

This code will not compile with the Marketplace version! Use this instead: https://github.com/Phyronnaz/VoxelPlugin

See guides channel on the plugin's discord to learn how you get access.

What it does:

  • Fix issue on simultaneous edits of value and material
  • Make Server recognise and remove broken Sockets
  • Send KeepAlive messages to clients on a regular basis (set KeepAlivePeriod in VoxelMultiplayerManager.h)
  • Make Clients close their Socket when they did not receive anything from the Server for KeepAlivePeriod*1.5
  • Add BlueprintNode "BindOnDisconnect" that allows to bind a delegate that get's called on the Client after it's Socket was closed
  • Add BlueprintNode "BindOnLoadRemoteSave" that allows to bind a delegate that get's called on ther Client after it received and loaded the world save from the Server

Fix for VoxelInvokers not working correctly on Server: (not included in this repo's code) In file "VoxelDefaultLODManager.cpp" replace the Line (232 at the time I wrote this)

InvokerSettings.bUseForLOD &= InvokerComponent->IsLocalInvoker();

by

InvokerSettings.bUseForLOD &= InvokerComponent->IsLocalInvoker() || InvokerComponent->GetOwnerRole() == ENetRole::ROLE_Authority;

This is an ongoing effort to improve the Plugin's multiplayer. If you encounter issues please share them and feel free to contribute!

Fix for VoxelSpawners not working correctly on dedicated Server should be pinned to on the Foliage channel on the Voxel Plugin discord.

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Some modifications on the MP-code of the Voxel Plugin for Unreal Engine

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