This is the method I’ve been working with but since I’m trying to replicate the action for a multiplayer setting I’ve run into some road blocks. I’m using 6 different races, both male and female, meaning I’m going to have 12 separate blueprints. The models I’m using are also modular, meaning they have many different skeletal meshes that help make up their entire model. (Just trying to give out what I’m trying to work with for full understanding)
Now, at the moment I have a function within my base parent blueprint that all of these races inherit from (for testing) that allows them to change into a Male Dwarf. Server executes it perfectly of course, but once I try it on client 2 things happen: 1) If I’m not using Run On Server or Run on Client custom events then the client just spawns the Dwarf BP Class in the world and doesn’t possess it, and Server cannot see this happen. 2) If I do utilize Run on Server and Run on Client custom events with Switch Has Authority Nodes I still have the same issue as issue 1 but not Client controller loses doesn’t function anymore and Server controller possess Client’s spawned Dwarf taking Client’s world transform and un-posseses it’s own spawned Dwarf.
Thoughts? Also, thanks for the response.