Hi everyone! I am working on an online MOBA game. Whenever a player takes damage, they spawn an actor that has a widget component that animates a damage number coming out of them and displays that for everyone. However, I want to make it either spawn or is only visible to the players that dealt and took the damage and have any player who is not involved in said damage to be irrelevant to seeing it.
I do know there is replication relevancy in blueprints but from what I saw, it only works for a specific player or players viewport position from something via a cull distance. I have heard that I may have to use C++ to make this work but I have little to no experience using C++, let alone understanding replication through it. I heard people mention something called a “Replication Graph”, although I do not fully understand it and there is little to no documentation on how to set it up nor if it actually will help with my specific problem.
Is there any way to do this that is simple (even if through C++) or is there a workaround that is possible using blueprints? (example: spawn it on all clients but run an event on all players and check if they are relevant to see the damage number, if they are then set it to visible) I would be glad to show and explain my blueprints if need be, but any help is appreciated!