I’m trying to validate a custom event RPC from a client by passing its player controller through an input. I initially thought this was bad practice because the client could cheat by sending someone else’s player controller as the input. Then I realized the client always considers itself to be player controller 0, but the server still interprets the input as being from player controller 1. This means that seemingly, the client is already sending false info and the server is correcting it.
So, my question is this: Is it possible for a player to cheat by faking this input, or is the server always capable of identifying the correct player controller input from custom event RPCs?
Also, I know the server accepts RPCs based on player ownership, but for my game I can’t rely on that alone for the functionality I’m going for.