create damage when grenade explodes

@DomusLudus the OP mentioned that he didn’t care to do ranged damage - he just wanted to bring anyone’s health within the blast radius to 0 (thanks for your response because it made me re-read his original post and realized I missed that last piece of setting health to 0).

@IIINAYLZ Apologies for misreading your original post. When your event timer triggers the explosion event, iterate through all the overlapping actors that are of type **Pawn **and set their health to 0 :slight_smile:

Switch has Authority is used because something is happening on the server side as well as the client side. I don’t know how OP’s logic is setup but the “KABOOM!” RPC you see in the image would be something that would only happen on the server side (if I was setting up my game that is) which would handle dealing the damage to the players. If you print string you would see that the event is only running on the server so the Switch has Authority’s “Remote” output would *never *execute - the client is never running this “KABOOM!” RPC.

At the end of the execution chain I would then call a **Multicast **that will handle telling all of the relevant clients to “play grenade visual explosion / sound / particle effects” etc. In theory, if I’m running on a dedicated server, sound, particle effects, etc. don’t exist on a dedicated server so you can essentially use a Switch has Authority after the **Multicast **and only play the visuals/audio of the grenade on Remote (client) machines and your dedicated server does nothing more at that point - i.e. doesn’t even try to run any more logic after your Multicast event is called.