Can’t seem to figure this out, tried multiple methods. What I currently have is as follows
My top down character has initial fire logic
Then transfer information to my attached weapon with blueprint fire logic below and feeding the player who fired into the instigator
then the bullet that applies damage.
and lastly the receiving of the damage to the player
Any ideas on how I should set this up instead for network multiplayer mode. The clients score never goes up
This seems correct. Make your “Player Score” variable replicate, so it will update on clients when it changes on server.
I see - also takes a few seconds to update though when I print the string from the player controller.
Thank you, as the player score tutorial I based this off of didn’t need to have it replicated so I thought it was by default or something. Thank you
This is because PlayerState class has a slow replication update frequency, as it is not considered top priority.
You can call ForceNetUpdate to send updates to clients immediately.