Hi! I am new to networking and have been trying to wrap my head around Role_Authority in Unreal. An easy test I ran to determine which Engine Instance had Authority was to Print, using GEngine->AddOnScreenDebugMessage, Connection Actor’s name AND/Or the Role_Authority , however while doing so, I realized that GEngine is unique in PIE which makes Debugging extremely confusing as all Print Strings gets copied over every Instance Window.
So I am just wondering, Is there a way to isolate Debugging message to be Client Specific?