Function Replication Question

Working on a multiplayer game. Calling a function using char controller when the player does something. The function is in gamestate and is multicast replicated. When server char performs the action, function is called on client and server. When client performs same action, function is only called on client.

I noticed that on the function call, it says reliable replicated to all (if server) how do I get it to replicate for client call as well?

To run a multicast from the client, split it into two calls. Use a “Run at Server” RPC to get from the client to the server, then run the multicast from that RPC on the server that you just called. I do this for all of my spell casting animations/sound effects and it works great!

Alright I finally got it to work by passing the actor reference through the custom event on server. However, now the function is moving the tiles based on distance from the server pawn (it is supposed to fall straight down and this works properly on server char view). How can I get the tiles to fall the same for every player?

client view:

Hmmm, that is strange. Without seeing your code I’m not sure what the issue is. From the video above it looks like you are either spawning a new tile or changing the tiles absolute location.

Here is the relevant portion of the pop tile function (which is in the actor’s blueprints)