Hello everyone,
I am encountering a desynchronization issue in multiplayer when using the Snap Map system in Dungeon Architect. Even though I am using the latest version of the plugin (v2.36.1) with Unreal Engine 5.3.2, clients sometimes end up with a different map than the host.
Project setup:
- Dungeon Architect version: 2.36.1
- Unreal Engine version: 5.3.2
- The map is randomly generated each time players press the elevator button
- Dungeon generation is handled only by the server
- All actors inside modules are set to replicate
Issue: When the map is regenerated during gameplay, clients sometimes have a different dungeon layout compared to the host, which causes gameplay inconsistencies.
Steps taken:
- Ensured dungeon generation is triggered only on the server
- Verified replication settings on all relevant actors
- Reviewed setup examples provided with Dungeon Architect
Questions:
- Has anyone else experienced this desync issue in multiplayer with Snap Map?
- Are there best practices to ensure all clients have the same generated dungeon?
- Could this be related to how the map is regenerated during gameplay?
Any help or suggestions would be appreciated.
Thank you
My gamemode :
My player controller: