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

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:

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.

thanks! fast search i found your answer