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My question is how can i multicast/servercast this function so that when client spawns something it’s visible on server side as well?
Trying to fix this for 2 days now so i thought i ask for a hint here. ty
is the actor networked? if so just a CallOnServer for spawnactor will do the trick.
Is actor and mesh component replication configured?
So I found out this had two problems, 1 of which was that the server didn’t know where the client’s mouse position is located. So that’s fixed now.
Now I still wonder how I can Spawn that Actor via Server. In Short: The SpawnActor currently is inside a function inside a Blueprint.
Do I have to move everything to the PlayerController in order to make it work?
If your actor has already appeared on the client after the server-side spawn event was called, then the problem must lie solely with these flags:
Net Load ensures that the actor automatically appears on the client (It works, as I understand it).
However, for the component’s location data to be transmitted from the server, you must enable replication on the component itself.
And for component replication to work, you also need to enable replication for the entire actor.
*These are the settings for the actor you are spawn on the server.
you have to pass the vector (spawn location) via the RPC
only the RPC call has to come from the PC or something the player ‘owns’ but once on server you can call the function elsewhere ie SpawnManager->RequestSpawn(Vector)
Proper way would be to have the server handle all placement. It is the authority.
Client inputs a placement and passes an ID (simple data) in an RPC to the server for placement.
Server uses Base Aim Rotation for the trace to get the correct location. Spawns a replicated actor at location. To maintain full authority the server needs to determine placement location.
For the act of placement and responsiveness the client can play an animation. For simulated pawn proxies the server can multicast to play an animation. on the pawn event for placing use get local role == simulated for the owning client to skip the event.
Simple, clean and the server maintains authority over all spawned game play relevant actors.




