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Docs for Reliable Messaging#410

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Jarno458 wants to merge 5 commits intosatisfactorymodding:Devfrom
Jarno458:Dev-Replication
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Docs for Reliable Messaging#410
Jarno458 wants to merge 5 commits intosatisfactorymodding:Devfrom
Jarno458:Dev-Replication

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@Jarno458
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@Jarno458 Jarno458 commented Feb 1, 2026

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@github-project-automation github-project-automation bot moved this to 🆕 New in Documentation Feb 1, 2026
@Jarno458 Jarno458 changed the base branch from master to Dev February 1, 2026 14:31
FPlayerInfo(const FPlayerInfo& Other) : Name(Other.Name), Job(Other.Job) {}
};

// message id, to distingush between different messages
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Do you think it'd be nice to add a second message type to show how this works?

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Hmm i did consider it but i feel the message would add more clutter to the docs, while its quite strait forward to add an other switch case

@Jarno458 Jarno458 marked this pull request as draft February 1, 2026 21:59
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Jarno458 commented Feb 1, 2026

Converted to draft as feedback came in discord and an other issue was found

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Said feedback in question: https://discord.com/channels/555424930502541343/1036634533077979146/1467634085265670196

Summarising the above:
We should avoid doing reliable messaging logic in a subsystem, because on more complicated cases than "send a single message on join" you might need to store additional data on a per-player-controller basis. In the current example, the subsystem hooks player controller begin play to send an initial message; one could instead send the message in BeginPlay of a mixin/actor component.

In contrast, vanilla does reliable messaging logic in a player controller component. Mods can do this in player controller mixins. Apparently one can make a C++ class derived from "UActorMixin" (or is it UBlueprintActorMixin?) to have custom C++ code in an actor mixin, but this still needs to be worked out.

@Jarno458 Jarno458 marked this pull request as ready for review February 3, 2026 20:55
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Jarno458 commented Feb 3, 2026

This PR is back on menu boys!

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