I was following this closed issue. Multiplayer Origin Rebasing Support Notes · Issue #480 · CesiumGS/cesium-unreal · GitHub and Convert subset of terrain into Unreal landscape · Issue #351 · CesiumGS/cesium-unreal · GitHub
I learned that a client/listen host is able to replicate world terrain collision for clients but only within the client/listen host’s camera frustum. However, due to the nature of a dedicated server having no viewport, when clients connect and spawn they stutter for a moment but once authority saids collision isn’t loaded they will fall through.
I’m currently trying to set-up a multiplayer server with a certain CesiumGeoreference origin that has Streaming Sublevels of Buildings (No origin-rebasing). The users are able to control a Walking Pawn and Flying Pawn. If we restrict everyone to no-clip flymode then i can kind of ignore the problem but when any client switches to ground pawn they will fall through.
Possible hacks i was thinking of:
- Is there a database i can pull from to make my own collision mesh that will conform to the Cesium World Terrain at it’s highest-level-of detail. e.g https://www.usgs.gov
- I see people using RenderDoc or other methods to get 3D geometry from the GPU then edit in blender.
- Can we spawn a grid of dummy camera or pawns on the dedicated server to ensure that an area on the World terrain is loaded?