GameMode replication for tower defence wave system

I build a simple wave system following the Ryan Laley tutorial on youtube, and all works fine, but only on the client can start a new wave.

I understood that the game mode is meant to be managed only by the server, but I’m not really understanding how a client should interact with that system.

In my case there’s an item in the world that “on interacted” cast on the game mode and call an event to start the wave.

Almost all the logic is made inside the GameMode, should I use the GameState for this kind of stuff?

In multiplayer the GM only exists on the server. Clients cannot cast to GM and call an event.

Your interaction has to be replicated. When the server does the interaction it can then call the event on the GM.

Here’s a MP interaction tutorial series. It’s a teaching series, not a copy and paste as I do tutorial.
It contains everything you’ll need to learn in order to handle almost every multiplayer interaction in a game, while maintaining server authority.

Happy Learning :flexed_biceps: