Picking up an item in a single-player game is done by simply attaching the actor to the player’s mesh if there is one. But what about in an multiplayer game when you have two meshes, TPS and FPS. I’m not talking about true FPS.
When picking up an item, do you attach the actor to the FPS arms mesh, then spawn another actor that will be attached to the TPS full body mesh? Or is there a better way? The first one is the classic way but I’d like to know if I’m missing out.
client interacts → RPC server to interact.
Server spawns and attaches actor to FPP arms. Actor must be set to replicate.
Server sets actor Only Owner See
Server spawns secondary actor and attaches to the TPP. Actor must be set to replicate.
Server sets actor Owner No See
Another option to reduce spawn/actor load is to do a multicast setup in which you utilize actor roles to determine where it’s attached and configured. It’s more work though.
Note: None of the actors spawned in this method are replicated.
Going this route means dropping a weapon will have the same work process.