# Interface Replication

**URL:** <https://forums.unrealengine.com/t/interface-replication/2300257>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [January 24, 2025, 12:58am UTC](https://forums.unrealengine.com/t/interface-replication/2300257 "2025-01-24T00:58:47Z")\
**Posts on this page:** 1\
**Showing post:** 15

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**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [January 24, 2025, 2:15am UTC](https://forums.unrealengine.com/t/interface-replication/2300257/15 "2025-01-24T02:15:30Z")

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If it’s on my tutorial you can DM me directly or post a question in the vid comments.

Here’s the original forums post on it.

> [@\[Tutorial\] Proper Multiplayer Linetrace from camera](https://forums.unrealengine.com/t/tutorial-proper-multiplayer-linetrace-from-camera/1229523):
>
> When I code multiplayer mechanics I do so with a few base rules. Don’t ever trust the client. Don’t waste bandwidth replicating data you don’t need to. In many multiplayer scenarios we need to execute line traces. One of the more common is for interaction. Interacting with doors, elevators, pickup items, and other gameplay actors. For these types of traces we have the client execute a line trace from their camera. If we get a proper hit result (interactive collision), then we RPC the server …

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_[View the full topic](https://forums.unrealengine.com/t/interface-replication/2300257)._
