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! 