Its really confusing a bit…
Lets say I create a “player controller class” in blueprints - and a “player controller server helper class” in c++. I can now wrap the whole server class into the server directive.
So code from the server class wont exist in the client binaries.
Can i still use the helper as variable in the player controller? What happens if i only use the directive inside a function (before return, and at the start…) and i expose it per attribute to blueprints… I probably can cast to the class in the bp and use the function but nothing will happen on client side… so i guess if i want to move the player in the function I destroyed the actual replication system a bit (since the player wont even move until the server really says hey dude u are actually here…)
Whats the best practise in regards to working with bp but still making a decently secure multiplayer but not destroy ue4 base functionality like replication…?