I’m encountering an issue where I want to perform client-side prediction first and then send the data to the server for validation. The problem arises because the actor in question is created on the server and not on the client. I have two possible approaches to address this, and I’m unsure which is the best. If you have any information or documentation on this topic, I’d appreciate it if you could share it with me. Thanks in advance!
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Client Ownership: The actor is spawned on the server and then replicated to clients. Since it’s a weapon attached to the character, would it be better to make it client-owned? This would allow the client to manage the actor locally, with changes replicated to the server via a ServerRPC. Is this a recommended approach?
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Server Ownership with Replication: Alternatively, should I keep the actor server-owned and use RepNotify variables to replicate specific data to all clients?
Also, my game is using Listen Servers, so security isn’t too important here but still…