Accessing game state from client

Thanks for such a detailed, well thought out reply Garner!

And thanks for filling in some gaps in my understanding.

For anyone facing a similar issue, as I mentioned in my first post, I broke my logic into data and functionality, with the data component attached to the game state and its data-storing variables replicated (and therefore accessible to the client), and the another actor component attached to the character so that server functionality can be run successfully.

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