If one has a multiplayer game, and their are some physics cubes lying around you can shoot and run into…
What should the clients and server do when a non-owner client not on the server runs into a cube?
It would appear that for accurate and instant interactivity, the client should ‘hit’ the cube, then tell the server about the hit.
The server owns the cube.
The best solution I think would be to change the ownership of the cube to the hitting client for a while, then change it back to the server after it settles down and stops moving.
Is this correct?
Is it the ‘best practices’ for an Unreal FPS Multiplayer game?
How does one ask the server to give up ownership?
Currently I have taken the First Person example project, made it multiplayer, changed the cubes to be physics mesh cubes.
In the game the server side works and if the server player hit a cube both the client and server see it move.
On the client side the client hits a cube and sees it move but the server is unaware it should move and does not see it move.
If the server player hits the moved cube, on the client i jumps to where the server thinks it is and then moves.
So once again,
What is the ‘best practice’ or recommended implementation?