I have a pawn separate from the players that can be interacted with via the Interact Interface, I need to change a bool or other action over the network such as moving. I call RPC in Pawn to have the server change a replicated variable, this works, but when the client interacts it cannot call RPC because its call is available to either the owner or the server, then how do I call this Rpc through the client if it is both not the owner and the server?
I think you can use the controller to do that.
The controller is an replicated actor and the client is its owner.
-Look RPC invoked from a client
-Client RPC here:
Actor ownership | Not replicated | NetMulticast | Server | Client |
---|---|---|---|---|
Owned by invoking client | Runs on invoking client | Runs on invoking client | Runs on server | Runs on invoking client |
Use the server pawn. Get a ref to it and make the rpc there. All Rpc’s.