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Talk:Types

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Revision as of 10:05, 5 May 2011 by Pd (Talk | contribs)

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Strings and replication

I have just done some testing in UT2004 (ie Unreal Engine 2.5) concerning Strings and replication. My test included a server to client replicated string variable I filled on the server in PostBeginPlay and replicated (reliably) if bNetInitial. I output its length client-side in PostNetBeginPlay and each Tick.

Strings longer than 390 characters took one Tick before they were replicated completely, ie at PostNetBeginPlay, the client-side length was still zero, in the first Tick it had the correct length.

Strings longer than 496 characters did not get replicated at all, not even truncated. The client-side length remained zero.

If anybody can confirm or clarify this, this might be useful information in the String section.

--Pd 06:36, 5 May 2011 (UTC)

Strings with a length greater than 255 can not be replicated. --Eliot 10:19, 5 May 2011 (UTC)
I expected something like that, but string up to 384 to 390 worked very well for me, so that can't really be true. Or is that just the official statement (similar to UE3 doesn't support dynamic bool arrays while in fact it does)? --Pd 16:05, 5 May 2011 (UTC)