How do you replicate a variable to everyone EXCEPT the owning client?

90% of the time I post on here, I immediately find the solution afterwards!

For anyone who may stumble across this, the COND_SkipOwner flag is indeed what you want. The issue was that I was performing a calculation on the client to set the value prior to replicating, and never set the value back to what I wanted after calling the Server RPC… just another case of midnight coding, nothing to see here.

Without going too much into the details of what I’m trying to accomplish specifically, what I want is for a variable to be replicated to all other clients in the game (dedicated server, all pawns spawned on server) EXCEPT for the client who called the Server RPC.

This is a C++ project, but if you have Blueprint solutions, please do share! What I’ve tried:

  • Making the variable replicate conditionally using “COND_SkipOwner” (i.e. skip replication for everyone except the owner… no idea why this isn’t working).
  • Every possible check for the pawn’s role (ROLE_Authority, ROLE_AutonomousProxy, etc.)
  • Running an OwningClient RPC on the Server RPC that resets the variable to what it was prior to replicating (the result is jittery and unreliable).

I have Googled for a couple hours for solutions as well, but nothing useful is coming up. Help! :smiley:

thanks! fast search i found your answer