Hi, so, still having problems here, sorry for not getting back sooner, thought I’d fixed this by setting projectile position manually, by getting it’s location on server each tick and firing it to all clients. That quite understandably seems to have caused a silly amount of lag when there’s lots of projectiles going on…
So, what i want to happen is; player presses fire to spawn a turret, then projectile is fired from that turret
I’m triggering firing like this:
On client:
To an event on server (reliable)
Which does some checks and sends some info to turret, to tell it to fire:
turret then fires:
And projectile should just do its job from there, as it has nothing attached to tick.
Here’s network settings for both turret and projectile:
I’m running in editor, with 2 multiplayer games running at same time (1 server, 1 client)
Any ideas?