Event AnyDamage

ok, im trying to see what is the best way to achieve Multicast on player taking damage…

i know the Event runs on Server level, but when i do a call to Multicast
and pass my Reference MV Taget Player
The server always sees 0 health, the client side is fine it sees the correct HP
?

Edit

i got it to work but is there a better way to target the Damaging player ?

as i am doing a macro check to see if we are the player that owns the Self Blueprint ?
is there a better way

Hi there,
It seems the incoming damage is coming from the server, but the Damage taken is being updated only with multicast. I would try adding another custom event updating the damage taken and replicated on server before calling the multicast. Also, updates on UI are typically called to be replicated on owning client, so you need a third custom event replicated on owning client to update UI.

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my Check If Owning Player Macro should take care of that ?
As it will only update the UI for the player that is getting hit, my EDIT code works now but just wondering if there is a more efficient way of handling these type of events.

Replication can be tricky, that is why it is important to test in your packaged game. Sometimes works well in editor, but not on clients.

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