Multiplayer Desync Issue with Snap Map in Dungeon Architect v2.36.1 (UE 5.3.2)

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:

Not sure if related to your problem, but we encountered a similar problem where sometimes some clients did get a different sorted room list. This was solved by changing the sorting algorithm to the Compare instead of CompareIndex