So I tried before with a replicated timer handle variable before but without any luck. I’ve linked a picture of my attempt :
Would it be a thing to do the following for an armor pickup (just using the armor pickup thing as an example) :
- Client collides with a pickup trigger.
- Only on authority, spawn an actor called “effect” with owner set to the client.
- On “effect” begin play check if authority.
- If authority, call a run on owning client function that sets a timer and that also calls a multicast to apply the armor boost effect.
- Once the timer (created on client from server) is over call a run on server function asking the server to remove the armor boost.
I was thinking of doing this since I can only create an UMG widget on a local player… that way I can pass the timer into the create widget function and have a sort of “correct cooldown feedback” with a progress bar.
But yeah… my understanding of networking principles only go so far right now.