Synchronization Limitations¶
Synchronization with Strix is flexible and powerful, but like any system, it has some limitations that users should be aware of.
Property Types¶
Strix can serialize basic Unreal types such as Integers or Vectors. It can also serialize container types like Arrays and Maps. However, Object types and some Structures do not serialize and so they cannot be synchronized.
Synchronized properties should ideally be few in number, small in size, and relate to user input.
Blueprint Only¶
Replication cannot take place with Actors if they are not UE Blueprint types. Static world objects cannot be replicated.
Attached Objects¶
Objects attached to each other should not both synchronize their movement. If the game engine responds to Actor A’s movement by moving Actor B, when Actor B updates, Actor A’s movement will be lost. This could cause synchronization errors, and rubber banding. Only one Actor should be synchronized, and the other Actor can update its position client-side.