I have a NetMulticast function for doing cleanup (Removing Particle Effects etc) so I destroy the actor somthing like this
The issue is that because the actor is destroyed the multicast function doesn't get called on any of the clients (commenting out the destroy function and it works). I thought about calling Destroy() on a timer after some arbitrary "enough" time for the multicast function to get called but this feels very inelegant and hacky.
Any suggestions?
Code:
void CustomDestroy() { MutlticastCleanup(); Destroy(); }
Any suggestions?
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