The rain doesn’t have to be precise. If there is a second or two delay between all rain turning on or off, that is ok. I doubt the players will notice that. My problem though is as Capsu mentioned the system wants to treat each player as being in their own reality. So, I’ll end up with situations where the rain is spawning on and off randomly on different players. I need a way to isolate the isRaining variable to just the server, so that it controls all the rain. How would I set this up?
I’ve tried using a switch has authority and connecting authority to multicast, and remote to to server yet this ends up with the rain spawning in each player’s reality (rain is not in sync). I’ve also tried using is locally controlled on start and then connecting that to an event which runs on server, yet that doesn’t work either. When I just run a multicast event, the rain only spawns on the clients.
How do I get the code to allow just the server to modify the isRaining variable, and not allow the clients access to the variable? (This is where my main problem is. Replicating the isRaining variable is allowing the clients to make their own copies of the variable creating their own realities. Whereas not replicating isRaining variable also leads to client’s creating their own realities.) Then after the server modifies the isRaining variable, I can use that variable to determine if it should or shouldn’t be raining for all players.
I apologize if I’m missing a simple concept, but I’m new to replication.
I appreciate all the help guys!