Part physics frozen when using Client NetworkOwnership, even with new Persistent StreamingMode

What is the use case where you are setting something to Persistent + Client Physics Ownership?

Right now there is logic in the engine that basically goes:

  • Outside of the Streaming Radius, we don’t know whether the client has enough information about the environment to simulate correctly, so we locally freeze it.
  • If you make a block outside of StreamingRadius Persistent and Client Owned, you run into the issue where the block will fall through the terrain because it doesn’t exist and be deleted.

If we understand the use case you are trying to solve we can think about a proper way to handle this case.

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