Thanks for the reply, maybe you can help me check my logic on how I should/could implement it.
For starters i would just like to have an AI character perform an action every once in a while. For example with a timer running a function/event every couple of seconds. Since I want this to be synchronised I would think that the most logic place to implement this is the AI Controller. The AI Controller can then run an event or function on the AICharacters on the clients.
My understanding is that the AI Controller only exists on the server, if this is the case would I still need to check whether or not it is the server in my blueprint? (for example check if switch has authority)
If the AI Controller only exists on the server then why do I see two instances of it when debugging in the editor (one for each client).
Maybe you can check if you see the same behaviour in your test setup? And verify that my thoughts on this are correct.
I know this is a necropost, but I wish today’s Unreal Engine had small courses such as this one. Tim goes above and beyond to make this an enjoyable, extremely flexible and inuitive and most importantly fun learning experience.
I really, really wish that we had courses/guides/or even small tutorials like this(even if they only contained an eight of what this course provides). As of writing(UE 5.6/5.6.1) - while the new game templates are great and all…
Just throwing new devs into UE5.6 and adding comments to blueprints/C++, following documentation/the API, and trusting the community to make guides or courses anywhere close to *this* level of quality(whether it be youtube or otherwise) is asking for a bit much and I think throwing those looking to get into Unreal Engine(in any way) into the deep end and just hoping they’ll stick around. That is of course unless they’re okay with downloading multiple versions of Unreal Engine just to check out a course like this as I did.
I’ve been thinking of creating tutorials with a similar goal of introducing newcomers to basic concepts and gameplay design in UE 5.6 but with Unreal Engine today being bloated as hell with a bevy of beta/experimental plugins that look promising; as well as the uncertainty of whether I’ll have time to come back and update/fix the project to ensure it doesn’t break in UE5.7/8/9/etc is what discourages me the most.