I am starting to add multiplayer to my prototype and wanted to try a little around so I fired up a new C++ ThirdPersonTemplate and just wanted to mess around a little. The first thing I tried was printing a text if I am playing on the Server so I added the Tick() function to the C++ character and this 2 lines of code
But if that only servers could spawn replicated actors, maybe you mean:
1 - the client call some rpc on server that spawns the actor
2 then some code inside the engine understands this and puts this client having authority over the actor?
Clients can still spawn actors - but if they do, the actor will only exist locally and the Client will therefore have authority over it. They won’t be able to call RPC’s, since the actor only exists on their machine. There are many cases where a Client can have Authority over something, another example is if you “Tear Off” a replicated actor, Clients will then have Authority over their local instance of that actor once the torn off state replicates.
HasAuthority() simply means “I can do what I want with this actor” - it doesn’t neccesarily mean that actor is Server-Authoritative.
If you play in Standalone then there is no networked game - it’s like being a Server without any networking layer. Obviously in Standalone, everything is running on your local machine so HasAuthority() would always be true.