Im struggling with some basic replication, I feel like this should be obvious but I’m missing something (or maybe something else is wrong)
I have a flashlight item that players can toggle on or off,
This is the event I have for using the item (the flashlights bp is a parent of this bp)
Its on multicast currently but does not replicate to anyone else when called form client (which makes sense) but if I do an event run on server and then make that run a multicast event it only runs on server and the client cant call event.
Example below:
Im not interested in using rep notify and variables because of the way i want my system set up, future items won’t be able to run with rep notifs. (such as firing guns) I tried it anyways, and it’s still not working properly, so i think there is an underlying issue.
Alright, Ill try again with rep notify, but how am I supposed to do other items in the future that wouldn’t quite work with that? For example, firing a gun would have to run off an event it wouldn’t make sense for a variable to carry that logic.
Firing guns would most likely be done with event calls to the server => spawn bullet on server / do line trace => multicast effects (play sound show muzzle flash).
Damage would also have to be registered on the server.
If you are using a weapon with rapid fire it would probably be better to replicate the state of the gun
if firing
is stopped firing
(so basically a single bool)
Otherwise you will saturate your network rather fast