Okay, thankyou for your response and for all the multiplayer related help i have seen from you on the forums
How do i avoid running visual FX assuming i might be using a listen server or a dedicated server in the future?
Would your example of setting the player’s proxy role be redundant due to Unreal’s default methods for checking roles? Or is it just a more convenient way of going about it?
Do you have any idea why my Integer Rep Notify is not being called for client’s?
For equipping a weapon slot, I set said integer from a Server RPC and on rep notify i set the newly equipped weapon, its visibility, etc. Unfortunately it seems as if it’s only replicating on the server (I’m running a print string inside the on rep function and it always prefixes with server but never the client). I was and still am under the impression a rep notify when updated on the server, automatically calls the On Rep function for all clients? Maybe it’s a Unreal bug?