I’m developing a multiplayer shooter game using the Advanced Locomotion System in UE5. When I execute the Shoot event, the Shoot(Fire)_Server event runs on the server, which then triggers the Shoot(Fire)_MultiCast event.
However, I am encountering an issue: when the server (Client0) executes the Shoot event, the Shoot_Server function runs, and subsequently, the Shoot_MultiCast event is executed for all clients, including the server. On the other hand, when a client executes the Shoot event, the Shoot_Server function runs, but the Shoot_MultiCast event only executes on that specific client and does not trigger for any other clients or the server (Client0).
What could be causing this behavior? I would appreciate detailed insights into why this is happening and how I can resolve this issue.