Ok, here’s the setup. I’m trying to create a basic networked game. I’ve gotten player movement to work over the network fine, but when trying to shoot a gun (raycasted/linetraced, or a projectile) it doesn’t work right. Both have the same issue. If I play on the client, everything happens as expected for the client, but not the server. In the current case, I’m using a projectile. It spawns and moves forward on the client end, but on the server end, it sees nothing. When the server fires, the server sees only one bullet and the client sees two slightly off center from each other (probably from spawning inside the other bullet, they push each other out of the way enough to spawn). This makes no sense as to how one side can see it perfectly fine, and the other sees an extra bullet or nothing. @_@ Kind of confusing. I know that the way I did it would have desync issues down the line, but I just want to make something spawn by a blueprint on the network. That shouldn’t be too hard, right? Any help would be appreciated. Attached is my gun logic (probably done horribly.)
**NOTE: At the moment, I have everything set to replicate (projectile and player) including functions. I’ve tried server only, client only, etc, but nothing seems to work. It’s probably something I’m doing wrong, but really, the documentation and tutorial videos haven’t really given a clue on this, at least not that I’ve seen.