Hi @Rev0verDrive and @jwatte
Thank you very much for the explanation.
I was trying to make a pool of objects (of projectiles) and a NetworkManager. (To reduce network and CPU usage)
I thought I could use a single replicated variable for all objects. Obviously I was wrong.
Now i’m using “FFastArraySerializer” and “FFastArraySerializerItem” for replication.
This seems to work much better than my previous idea.
Basically I need replication to trigger sounds and particles on the client side. (“co-simulate”).
Sometimes I feel like an idiot. I’ve been using Unreal for over a year and I still didn’t know that calculations are updated every tick. ![]()
Well, this is like the umpteenth time I’ve broken all my code to improve it. The novice circle.
Thank you so much for your help!! ![]()