Launch character in multiplayer

I may be a bit late, but I recently ran into the same problem trying to do a long jump action via the “Launch Character” node, and I think I found a solution. At least it works for me.

That was my blueprint snippet, where the player would get launched if they pressed the space bar. It worked perfectly for the listen server, but not for the clients.

So I thought why not calculate the movement on the server. I mean sure, it would take some time, especially with high latency and ping, but it’s the best I could come up with.
So I just added a custom event called “Long Jump”, clicked on it and changed the “Replicates” setting in the details tab to “Run on Server”.


GraphReplicatesSetting