**Hello everyone, **
I’ve been stuck with a problem
I saw that to spawn an emitter in multiplayer in the unreal docs is to do this
using an event with multicast replication
and it’s working good but what if my emitter is a looping emitter and after sometime i want to destroy this emitter or deactivate it.
I tried hell a lot of methods but none of them are working correctly
does anyone know what’s the correct way to handle this please ?