i’m in trouble with destroy actors in “Run on Owning Client”
Before i’ve solved spawn/destroy rpc in Multicast but Owning client is more complicated to me.
In Multicast, I used to set destroy logics in my Controller, spawn logics in Character.
Also I know Spawn/Destroy just can be activate on the Server ( I don’t need to set on Client)
because it works well only on the server!
In my case,
I set the spawn nodes(Owning client] in Controller, destroy(Owning client) nodes in Controller too.
but it doesn’t works…
I want to spawn/destroy actors only the client.
Not Multicast …
Many RPG games are using this logics in Quest item drop/use or something.
Try setting the “Replicates” setting off before destroying the actor. Not really the best way to do it but might work. Idk, its 6 AM why am I in the forums.
Check these out:
I’ve posted this same question on the help site but it hasn’t been getting any views so I figured here is a better spot to ask.
All I’m trying to do is get the client to update the rendertext for all other clients.
So far only the server can do it.
This is the question:
I have a 3D widget that I type stuff into.
The stuff I type triggers this event here on another BP and sets a render text to show what I typed via the server for all clients to see.
what happens is the text does not ge…
Hello all and have a good year !
I have a question : How to destroy an actor per client on a dedicated server ? I mean when THIS player (thirdpersoncharacter) destroy a specified actor (With Overlap), it’s not destruct for others.
I’ve test a lot of solution with custom events but i definitely don’t find …
Thanks you very much !
i’ve solved it. Just not to set “Owning Client” Logic in controller and don’t use “Owning Client” in this case. I used custom event
This issue is to Player_Controller always replicates to server maybe… so I just set own logics where i supposed to set. Your hint setting off “Replicates” is helpful.