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Actor Priority

  • UE does not guarantee all actors replicate each update; when saturated, priority-based load balancing.
  • NetPriority float; only ratios matter; scaling all doesn't help. AActor 1.0, APawn 3.0, APlayerController 3.0.
  • GetNetPriority uses base NetPriority, distance to viewer, time since last replicated; owner's priority if bNetUseOwnerRelevancy; increased if connection's pawn or instigator; distance/sight multipliers (0.2, 0.4, 2.0) with constants CLOSEPROXIMITY 500, NEARSIGHTTHRESHOLD 2000, MEDSIGHTTHRESHOLD 3162, FARSIGHTTHRESHOLD 8000 (NetworkingDistanceConstants.h).

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