Has anyone figured out a workaround allowing you to execute an event on the client, server, and all other clients?
The current approach is such painful work and requires the following steps
- Create a non-replicating event (A) that does the actual task
- Create a Server event (B)
- Create a Multicast event (C)
- Call A on the current client (Make the current client do the task)
- Call B on the current client (Tell the server that we want to do the task)
- Call C from B (The server will tell all other clients to do the task)
- Call A from B again (All other clients will do the task)
Repeating this long process for every task is a complete waste of time. So I was wondering if there is a way to make this easier.
If only Unreal allowed passing Events as input to other events, I would only have to create this setup once. I also checked out Set Timer by Function Name but you cannot provide inputs to it so it is not really helpful.
Any suggestions would be welcome.