Multiplayer Error with new UE 5.6 FPS templates

Inventory component should be in the Player State… just an FYI. On disconnects (net drop, crash) the PS is temp copied for a short duration. On rejoin it can be reapplied to the proper player. Anywhere else you’re out of luck.

A lot more flexibility and control of this in C++

Base Aim Rotation and Camera Manager → Camera Location is the only way to go for Multiplayer.
Camera components on Sims and Server are not updated with the new values. Just the vars are.

Being technical Sims don’t even need cameras. You can remove the components on Begin play to reduce simulation overhead.


Projectiles should never be replicated. You have each proxy fire its own object pooled projectile.

  • Client fires a local only and rpc server it shot.
  • Server fires its own (auth) projectile, then Multicasts to Sims Only to fire their own using the servers Aim Vector velocity.
    When the servers hits it calcs dmg, applies it and can pass hit location/normal to sims to apply decals and hit fx. The whole process only has you replicating a few vectors. No need to even do separate RPC’s for firing montage.

Client Fire Event, Server Fire Event, MC (sims only → Sim Fire Event
The events process the full scope per proxy on what to do. pool projectile → FX → montage


IK Left Hand on Gun should be a standard. Custom offset per weapon is the only dynamics needed.

:+1: