Hello and thank you for taking your time to help me.
I have a problem with the multiplayer game I am trying to code. In it, players shoot rockets at each other with various effects. So here it is, in the game I would like to have the rockets change randomly every 5 seconds (not all players have the same rocket). So far I have coded this like this:
- From a ‘Set Timer by Event’ updated every 5 seconds, I call a replicated event to the server which in turn calls a replicated event to the Multicast.

- This event replicated to the Multicast uses a Blueprint Interface to send a message to a Game Instance containing a randomly selected material from a predefined list.

- From the received material, I define a ‘Matériau’ variable in the Game Instance.

- Then with a Beginplay event on my rocket actor, I use a ‘Which Missile?’ function, which uses the name of the material to set to True a boolean variable specific to the effect of the rocket. (Example: If the material is called ‘Slowness’ then the boolean variable ‘Slowness’ will be set to True)
- Then, with the Event Hit event, I destroy the rocket and make particles appear from events replicated to the server and the Multicast.
- Finally, with a replicated Event Destroyed, I get a reference to all players present in a Sphere Trigger and apply to them the related effects.

So far, my code seems to be correct, however in game it works perfectly for the server but for the clients, the rocket takes the effect of the material drawn for the server and moreover the server doesn’t see the particles of the clients rockets. And this is my problem.
For the shooting for the players:
- If the left click is clicked then it brings up the replicated rocket actor from replicated events to the server and Multicast.
For the rocket:
- It is an actor with a Projectile Movement of velocity 6000.
Thanks again for helping me.
Tchoupizbouby



