I’ve been diligently studying networking inside of Blueprint for a while now, and am able for the most part to get the behavior I am hoping for. However, I’m now trying to “break” network replication, in a specific way, and cant for the life of me get it right.
I am spawning a weapon for my player, from a “loadout component” at begin play. Now based on whether the player is the “owner” of that weapon, I would like it to either snap to a first person mesh socket, or a third person mesh socket. I am aware of the bOwnerNoSee tags, and was wondering if theres a way to tap into similar functionality and just have it attach to a different location. My weapon actor is set to replicates but NOT to replicate movement (Though I don’t know if that matters, since there’s no Movement Component?)
I really thought the OwningClient RPC would be the way to go, but it’s not giving me the behavior i expect.
Hoping this can be done in BP because C++ isnt really an option for me right now
Thank you for your help or any suggestions