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[Solved] Terrain deformations

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Dr Super Good

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I doubt that they will desync in every case, so would request further information on that.
They will not as long as all clients to a game session are running the same OS at the same visual settings. Otherwise it is extreemly likly that it will cause a split every time a unit is exposed to the deformation. The reason why is because the height values on OSX are different from on windows after the deformation is applied which causes some functionality (Especially GetLocationZ) to cause an instant split.
 
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They will not as long as all clients to a game session are running the same OS at the same visual settings. Otherwise it is extreemly likly that it will cause a split every time a unit is exposed to the deformation. The reason why is because the height values on OSX are different from on windows after the deformation is applied which causes some functionality (Especially GetLocationZ) to cause an instant split.

The height itself, however, has no engine-dependent gameplay effects as I recall. GetLocationZ may be async through walkable, animated destructables too or it's also the case, even on the same OS, when player's have different sight of the point in question (which is being deformed). Either avoid this function there or, which I aimed at, maybe it is no problem for an instant deformation.
 
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