Multiplayer

Hey, if i would it like a Player is an Police officer and would to control a Driver license of another Player. For that i want that the Cop can open the Players Inventory to look that the Licence is there. If both Players are Clients how could i done that in Best way ? trace player than RPC in Character to open it ? From listen server to Client it works. But not from Client to Client.

You need the server to do it.

Client RPC’s server (auth proxy) to do it.
Server (Auth Proxy) gets a reference to the other player. With said reference it can get its inventory.

Do Not Pass a reference from client to server. The server needs to this itself.

Hey thanks for answering, yeah i know that i never should let a Client do anything that change some Variable or something. But ive testet another thing

A Bool on Character what need to change from another client in this Case there are Handcuffs and the Bool is prevent the Character from Sprint. This event is startet over an Widget, i can get the Player over a Linetrace before and from listen server i can change the Variable but from Client i testet Widget → Actor Comp (in Character)-> Game state to client (nope) then Player controller instead of state (nope) it never change when i use a Client to client thing. Even the RPC server never fire in Gamestate.

Theres only one controller on PIE testing so it could be hard to test.
I just want that Policeman(Clients) can do some things to civilians(Clients) and the Commands should come from a Widget. So what can i do to sucess ?

Client needs to call an event on the server to its own trace. Servers trace will identify the Pawn in which you can get the character vars and controller reference. The server in turn then sets that bool via a multicast.