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Multiplayer: how to deal with unowned actors?

Suppose I have a custom Actor placed in a level (so it has no owner), that can be interacted with by all clients. Suppose a client wants to interact with it: the client “should” call a Server function on the actor but since the actor isn’t owned by the client, that function call is dropped.

The only workaround I can think of is to redirect every call to a client’s owned actor (maybe the client’s Pawn itself) which then calls the Server function. But if there are several actors in the level this becomes a mess, since the Pawn class would have A LOT of added code that it’s not directly relevant to it.

There must be a cleaner way to approach this… what do you suggest?