UE 网络同步机制避坑:从 BeginPlay、OnRep 到 SubObject、FastArray、Reliable 与 ReplicationGraph
一篇面向玩法开发的 UE 网络同步机制长文:解释 BeginPlay/OnRep 时序、对象引用延迟解析、OwnerOnly、Reliable RPC、Replicated SubObject、FastArray、Dormancy、ReplicationGraph 与 Actor 复制调用栈。
一篇面向玩法开发的 UE 网络同步机制长文:解释 BeginPlay/OnRep 时序、对象引用延迟解析、OwnerOnly、Reliable RPC、Replicated SubObject、FastArray、Dormancy、ReplicationGraph 与 Actor 复制调用栈。