Announcing Section #2 for Survival Game - Weapons & Interaction

I’ve been reading the UE4 docs about networking and one thing it says is to not use property replication on properties that don’t change very often. It seems to indicate this is the “old” way of doing it, and you should now use RPC’s instead for infrequent changes.

I notice in the ASBombActor you use the bExploded property to inform clients that a bomb has exploded. Shouldn’t this be an RPC instead (that the server calls, but runs on the clients, or perhaps a multicast so a listen server can simulate as well) to trigger the bomb exploding on the clients. This seems to be a good example where an RPC would be better than a replicated property (as the docs point out). What do you think Tom?

Edit: Just started watching the networking video tutorials. Check from the 30 sec mark in this video. He defines when to use variable replication and when to use an RPC… the funny thing is he even uses triggering an explosion as an example of when to use an RPC. :smiley: