How to make the multicast function invisible to the player client itself

Two options that I’ve tried and they seem to work:

  1. Make the caller character one of the parameters of the Server and NetMulticast functions; when the player receives a multicast function call, check if this player was the initial caller.
  2. Keep an array of player controllers on the server side, and call Client function in a ForEach loop instead of a NetMulticast function, but don’t call it for the initial client.
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