Exclude Local Client from Multicast

I had the same issue with (gameplay irrelevant) visual effects that should just play as fast as possible and did a workaround via excluding my initiator afterwards. But I don’t like the fact that the server is still wasting bandwitdh via causing a confusing message that have to be sorted out by the client that caused it and executed the effect already. It would be way better if there would be a further repilcation method like “Multicast except initiator” so the server would not send it to the causing client that have to filter it out afterwards.