Come Learn Blueprint Multiplayer with me! (aka 's a Glutton for Punishment)

How do you create a physics material, to setup things like friction/bounciness/mass scale/etc.
Right click on empty space in asset browser.


Actual Pawn component setup. Root component is a static mesh, and here is the physics attributes.
This only shows up after you add a staticmesh component and select it.
Note that I set damping attributes to 1 so my pawn stops pretty quick after I release the input,
you can adjust those base on how fast you want your momentum to continue working.


Pawn replication defaults setup.


How to create a custom event (NOT EventDispatcher)
Right click on empty blueprint space without dragging any pin.


After create custom event, make sure you do this like did. Input rpc run from owning client and replicate to server.
EDIT: do NOT check “reliable” checkbox, it was my early mistake when learning, so most of the time you don’t need this on.
please refer to this article for when you should use reliable RPC call.

Everything you ever wanted to know about replication (but were afraid to ask) - Unreal Wiki


Here is my modified torque input handling.


Here is my modified force input handling


And here is the actual update that happens on server.
Note that forceScale I have is 10,000 and torqueScale is 50,000.
You can have other values, but if you didn’t have a multiplier, it will be really slow to see any update.
Edit: it would be better to have a maximum check on the input vectors as well to prevent “speed” cheating.
Where you can just get the vector length and make sure it’s not larger than a certain magnitude.


Big thanks to and Epic. :smiley:
Now moving onto volume spawning!