Ok, so I have a question. In my player controller, I am attempting to spawn a “sidekick” actor and then set a blackboard value so that the sidekick will follow around the player’s pawn. I want this to work on multiplayer, so that each player can have their own sidekick.
However, I am sort of struggling with the execution of this. I know that the actor has to be spawned by the server, but I also need some of the stuff that comes after the spawning to be executed on the client.
So what should the flow look like here? Right now, the client calls a Server replicated UFunction which spawns the actor and sets some values. But in this scenario the two clients aren’t receiving some of the info. If I turn that UFunction to NetMulticast, then there are some issues with the server spawning the actor but the clients not having access to it yet. Any help here would be greatly appreciated! Thank you!