My setup is as follows. I have a blueprint with DestructibleComponent. When player shoots this blueprint it is supposed to be destroyed and throw some ammo out.
The projectiles do damage to anything they hit.
I override TakeDamage and when health of crystal reaches 0 I called a NetMulticast event.
Inside NetMulticast event
- If server - ApplyRadialDamageWithFalloff
- Spawn particles on both server and client.
Mesh is being destroyed on server but nothing happens on client. Particles spawns ammo drops but mesh is still intact. Its not being destroyed.
Destructible mesh component is replicated. Actor is replicated. Every component in actor is replicated. Still its not happening on clients.
I found similar forum posts, but no answers to any of them