One major problem with adding network functionality is that right now the system works without being invasive of the HUD class, Player controller or character. This is good because it can be added to exsisitng projects very easily.
Function replication only works on actors with net owners, i.e. the exact things i was trying to avoid impacting.
i have moved all the server side functions to the HUD class as this i hope is the least invasive class for existing projects, but really that’s just a guess.
My first thought was I could also have the inventory system as a pawn and give it a AIcontroller, but of course they only exist on the server so this would not work.
Edit: second thought was to considered component system, but would not work on containers and also only works in C++.
How important is it that the system not be tied into the HUD class/PlayerController/Pawn?
Is network more important? i don’t want people to have to rebuild there blueprints and blueprint copy and paste is much harder then copy pasting code.
edit: huh, i just tried installing it into another project and events copy and paste really easy. I guess i worry about the wrong things sometimes. Because there all in the event graph i guess. Normally i prefer to redo then copy paste with blueprints but that’s because of functions etc. Very happy with that!
@Techlord
Big fan of your work with GolemCraft, i will keep you updated. an auto snapshot feature would be very very cool.