Hello everyone, my name is Kevin, I’m trying to make a top down projectile casting multiplayer game. I’m using the top down template and started learning replication on it.
So far I replicated movement ( I activated this

) so clients can also move to the cursor
And sprinting ability which all clients can see
(
).
My problem right now is with the basic projectiles and how to implement it with replication, solving this will open up the posibility of crafting the whole projectiles section, I need your help ![]()
Problem:
Server Can shoot “BP_projectile” in any direction
Clients can also shoot projectiles but only depending on the direction of player 1 controller (or Server) So, for instance, to shoot from client with current setup I need to press the respective input while pointing from player 1 Viewport or else it won’t shoot.
BP_Projectile is replicated
It spawns a basic explosion FX, nothing fancy on there
I had animations being called on multicast by an RPC that I called on input and all clients were able to see them while casting this projectile, but I need to fix the projectile first so I can focus on implementing animations later.
HERE’S HOW IT LOOKS, WOULD LOVE TO KNOW HOW TO TAKE IT FROM HERE:
Blueprints for BP_TopDownController
Blueprint for BP_TopDownCharacter
-
Input Call Run on Server Custom Event
-
Projectile Custom Event - Run On Server
-
Projectile Custom Event - Not replicated, (event used in picture 1)
I feel like my issue is regarding replicating the player controller so it can locally read the cursor individually and tell the server that data so it can spawn their projectiles as clients but I have literally 0 idea where to start
Thanks in advance,
Kevin









