So in my multiplayer game which uses a listen server (host/client), I attempted to implement a death/respawn system and was failing miserably.
I followed this guide (except did it in C++ and got rid of that if not authority check) but it wasn’t working fully. When there are 2 players, it works, but when there is a 3rd player, it spawns an extra character (2 instead of 1).
In the end I found a very simple solution and all the logic is in my pawn class. I made a Death function which is a NetMulticast and I call that in TakeDamage. In the Death function, I play death animation, disable input and call respawn after 10 seconds. Respawn just resets health back to full, enables input and teleports the player to the player start.
All the information is still there and I don’t see any downsides. Is there any problems with my new method? Its functioning just as good as deleting and spawning the player with no bugs so far