I’ve been reading a lot about UE4’s multiplayer capabilities, and while I say it’s for the most part a bit complex for my requirements, I do understand the simple basics of it. Here, my blueprint assigns a random mesh to the character when a button is pressed. I’d like for the client and server to see the same thing, so I used hasAuthority for the server to call the switch function, then multicast that function to the clients. It does the job, but from time to time, it crashes.
Is the the way I have the logic for switching meshes? I did that weird loop because I don’t want the player to switch to the same mesh he previously had. And what would I do for the remote branch so the server can notice the client switching meshes? Any help would be welcomed!