Instead of this Delay node, how would I wait until the processing is complete?
To expand further, I am trying to make my game network replicated, in this example I am creating a maze but it is procedural and random everytime, so my server and client are seeing different mazes, I found that if I use a switch has priority node to allow the server to work out the algorithm to create the maze then plug the remote (Client action) into Spawning the maze, it works. They both see the same maze, but sometimes the client sees nothing, seemingly because it fires before the server has worked out the maze parameters etc. so I need to delay until it has worked it out. But because the maze can be different sizes it means different processing times before the client should be ready to fire…|
So, how should I replace the delay node to fire only when the server has reached “add instances”?
I thought about adding a bool after the server gets there and adding an if statement before the client does it but i would need a way for the client to keep trying until it is true, is that how a retriggerable delay works or no? Does it stop triggering after returning true or what node am i really looking for?