I am working on a coop-based game that involves very fast-paced fights against multiple enemies together with a team mate. One behavior I want to implement is that enemies are being knocked back when hit. Since the fast pacing I would prefer that knockback to happen instantaneously rather than with server delay. Specifically, I want to achieve the following behavior:
Assume that enemy A focused on player 1 and enemy B focuses on player 2. In this scenario I want enemy A to be calculated on player 1’s machine and be replicated to player 2’s machine and the other way around for enemy B. This way each player gets instantaneous response (e.g. in the form of knockback) from the enemies that are focusing him.
I am aware of the fact that UE only replicates from server to client. However, player characters are actually replicated from the respective client to the server (if I’m not mistaken). I wanted to make use of this exception by having the player controller posses the enemies that are focusing the player but I realized that each player can posses only 1 pawn. Am I missing something or is this an arbitrary constraint that effectively only 1 pawn (the player pawn) can be replicated from client to server?
Thanks for taking your time thinking about this (oddly specific) topic!