This Network Compendium will likely be the best resource you’ll ever find to help multiplayer stuff make sense
Some basic rules:
-If you don’t own the object as a client the server has to do it
-if the change needs to be seen by all clients the server has to do it
Some Examples:
Using “Switch has authority”
only the server will execute the Authority branch
only the clients will execute the Remote Branch
Now with this example we expand on that, only the Server can call a Multicast, which will then run for all
Here if we are the owner of the object, were still a client so the client branch will execute, which will then as the server execute the Multicast
The third mode, which i don’t have a picture of atm, or feel like opening the editor just to take a photo of, is Run on Owning client
This can be run by either the Server or client… but will always execute as client
This chart may help
To try and answer your actual question at hand, not sure exactly what it is your trying to do, some pictures might help it make more sense,
But it would seem based on the information available that the RPCs are being executed by a client, which means when the first RPC is called it’s just dropped by the server
Reliable RPCs will make almost no difference in the editor unless your testing dropped packets and or latency
What happens with this is if its NOT reliable and the network becomes congested waiting to send the packets to the server/client they can sometimes be dropped as the game will assume they are not relevant
When you mark them as Reliable they’ll Que up until they get their chance to be sent and are assumed relevant by the client/server
IE, you’ll get disconnected if these packets take to long to get to the server
These will replicate the value that the server has as unreal uses a Server>Client model ( the server has the one true copy of the world all of it’s information is correct ) the clients use the information they receive to replicate/recreate the nearest copy of that world with the least amount of data possible
Never used Mutable myself, im assuming you get a skeletal mesh out of it and apply it to your character, Ensure ( use “Switch has authority” ) you are setting this skeletal mesh on the server, otherwise only the client will see it
If a plugin is in beta should have nothing to do with replication in the majority of cases, as whatever the plugin does can just be told to run on the server and for each client, ensuring everyone has the same True copy of the world