Mutilplayer is not easy... good..

so to be honest i’m surpised i got this far..
thanks for the view..
check daily if not sry for late response..

but server can see all and client sees nothing…

if client is able to call spawn.. then why cant it be seen?
please see pics.
S server/ediotr user.. and client 1. C
S spawns. item. S sees.
C spawns client can not.. using box in background.. i move the client pick up server item . using server screen( for placement) then i move to the back.. to try spawn..

Client not see and server see.? always the same..
feels like i’m close..

Was wondering there is basic setup that im missing.

world item is red bag visual.
ac inven - comp replicates.
player. - again acinve replicates.. calss mostly. other then that..
Acinven- has the run on server. event.. Realiable..
world item- rep/net load/always rev.
what would be what..?

for log type personal ..filtered out hide cursour stuff. :slight_smile:

S
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: Start print :
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: bag
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: comp print :
LogBlueprintUserMessages: [WB_Slot_data_C_0] Server: slotDatacall
LogBlueprintUserMessages: [WB_Inven_Data_C_0] Server: inv update
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: Authority
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: server spawn : BP_WorldItem_C_0
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: Authority
LogBlueprintUserMessages: [WB_DropSlot1] Server: dropslot2

C
LogBlueprintUserMessages: [AC_InventoryComp_2] Client 1: Start print :
LogBlueprintUserMessages: [AC_InventoryComp_2] Client 1: bag
LogBlueprintUserMessages: [AC_InventoryComp_2] Client 1: comp print :
LogBlueprintUserMessages: [WB_Slot_data_C_0] Client 1: slotDatacall
LogBlueprintUserMessages: [WB_Inven_Data_C_1] Client 1: inv update
LogBlueprintUserMessages: [AC_InventoryComp_2] Client 1: Autonomous Proxy
LogBlueprintUserMessages: [AC_InventoryComp_2] Client 1: Autonomous Proxy
LogBlueprintUserMessages: [WB_DropSlot1] Client 1: dropslot2
LogBlueprintUserMessages: [AC_InventoryComp_2] Server: server spawn : BP_WorldItem_C_1

EDIT
o yeah no phisics.. by defualt.. that on purpuse.. floting bags for test.. cant miss chest..