Under the Hood: Server Overlaps
How the server handles spatial relevancy and routing
To maintain the system's strict Server-Authoritative architecture, the
BBP_MP_ChatZone does not directly modify the player's UI. It relies purely on server-side logic.The Lifecycle of a Spatial Overlap
- 1On Enter: When a Pawn enters the volume, the server verifies the Pawn's owning Controller and calls
JoinRoom. The server then pushes the delta update, firingOnRoomJoinedon the client UI. - 2On Exit: When the Pawn leaves, the Manager calls
LeaveRoom. The server immediately cuts off network relevancy, ensuring the player can no longer receive updates from that area.
Performance Note
BBP_MP_ChatZone actors have Tick disabled by default. They consume zero CPU cycles while idle and rely purely on PhysX overlap events, making them incredibly cheap for open-world games.