I’m currently working on a multiplayer game, in which two teams (one red and one blue) fight against each other.
The thing is that the server will sometimes have to some data to a specific team and not the other.
I was wondering if it was possible to “filter” the multicast to prevent the server to send data to everyone ? Or to send the data to a specific list of clients ? I’ve been searching for a moment on the forum, and I haven’t found anything interesting for the moment ^^
I have been working on learning Multiplayer, and have watched and looked up a lot, so it’s hard for me to remember exactly, but I do believe this is possible. Right now, RPC’s come to mind, which is really only usable in C++ and in blueprints is only usable for existing functions, not custom functions. Would there be a way of having two variables, which are structs, one for each team, and using the relevant to owner? I am just kinda tossing out ideas right now cause everything is a jumbled mess in my head as I have been taking in sooo much info.
Here are some links to multiplayer tuts might be useful:
Tutorial Series
Don’t think there is a function to filter multicasts, but what you can do is iterate over all player controllers and call a client rpc function on the controllers that pass the filter.