Ahhh, interesting. So any custom character abilities would need to have that networking created for them. Thanks.
Follow up sort of unrelated question. I currently have an event in the player state BP that saves the player’s position and current map to an external database every 30 seconds for persistence in the event of a crash/disconnect/etc.
How would I go about making sure this event is triggered by the server and not the client? I tried adding a Switch Has Authority beforehand and connecting the event nodes to the Authority output, but this breaks the code. I don’t want the client accessing / writing to the database, but rather requesting the server to do so on their behalf.
Thank you again.
PlayerState is replicated to clients and thus they have authority over it and the code executes. You might want to reconsider to move the logic to somewhere else like GameMode (which only exists in Authoritative Host).