I feel like this should work on the remote client - but the fire particle visibility never gets enabled.
If I set it up wrong so that the authority switch calls it from the remote too, it works. For now I’m going to do that, because technically the game is co-op and thus the client knowing things doesn’t matter as much, but I’d like to figure out why the blueprint in this post (not the ones in the original) isn’t working.
Edit: Even simpler example without the tag check that still doesn’t work.
Edit: I’ve also tried changing it to use the trigger overlap event so that it’s almost exactly the same cast as in the Blueprint Networking Tutorial Part 3, still no dice. It seems like the remote never even gets called, even with the custom event set to Multicast (even w/ Reliable). I’m not sure why it’s not working, given that it’s practically the same exact case as in the tutorial.
Even weirder - if I do it without the tag check at all, walking over it with the player works on the remote client (and listen server) if and only if I let it run on both (i.e., no auth check). Throwing an actor into the trigger volume works to unhide the fire particle, but only on the server (when allowing both client/server to run it).
Really really not sure what’s going on in this case.
Edit again: I changed the setup so the particle effect is not auto-activated and made it use Set Active, but still no dice getting the thing to fire on the client side, even with a Multicast function.
Could this be related to running in a single process with 2 clients?