Expanded Networking & Routing

Pushing beyond static collision overlaps

We are pushing the routing capabilities beyond simple static overlaps (AMP_ChatZone) to handle highly dynamic player interactions without bloating the server.

Direct Messaging (DMs)

Setting up a full AMP_ChatRoom just for two people is inefficient. We are developing a dedicated 1-on-1 private messaging architecture that bypasses room instantiation entirely, routing lightweight packet data directly between PlayerControllers.

True Proximity Chat (Radius-Based)

Our current Spatial Zones rely on static collision boxes. True Proximity Chat is entirely dynamic; it calculates the radius between moving Player Pawns. If Player A speaks, the server checks the distance to Player B. If they walk away, the chat automatically fades or culls.

Smart Room Disambiguation & Invites

If a player joins a room by a common name like 'Tavern', the system will smartly suggest exact Unique IDs (e.g., Tavern_01, Tavern_02). We are also implementing a Secure Invite System, allowing creators to send direct, localized P2P invites.