I am trying to get my melee system working with multiplayer.
I have an ability that handles melee combos. I have made most of the implementation client-authoritative (input and combo timings) as multiplayer is secondary to a singleplayer experience.
Due to this, the client has to end the ability for the server.
bServerRespectsRemoteAbilityCancellation does not cancel the ability on the server when a client ends it locally.
I tried having the client tell the server via RPC to end the ability, however that has no effect either. I noticed that the receiving end of the RPC has CurrentActivationInfo->ActivationMode set to Confimed. Shouldn’t it be Authority since this is the server?
It is instanced per actor. I have also tested this on a fresh ability.