Is it possible to, in multiplayer, switch off spawning of the replicated actor only on the specific client?

Of course, disable spawning of any actor, including replicated one, on the server is trivial. But can the SPECIFIC client not RECEIVE a call for the spawning of the actor (for example, if this actor is a “heavy” visual effect and the client can freeze if this actor is spawned)?

Well, you can just flag the client if this client has the fit specification and client itself decides wheter it should spawn it or not while still receiving the call.

Another maybe you still make an RPC call maybe but that specific clients don’t register those in some specific sceneratio, like if video settings set to something.

You can maybe write an override function for you specific case on actor relevancy for that clients?

these are what comes to my mind in the first place. I would prefer the first one though making specific features dependent on client settings rather than whole class.

In my case, disabling the visual effect has become not necessary since I switched that visual effect into GPUComputeSim. The topic is not actual.

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