Hi ! Thanks for you help here and in other threads.
Why not use replicated variables? Then all you need to do is tell the server when the client wants to change that variable with a server UFUNCTION. If you handle state changes on the server side then you just set the variable and it gets replicated to all. I’m guessing you have some input key setup on the client to turn off the forcefield, in that case you would need 3 functions: Input function, ServerXXXValidate and ServerXXXImplementation along with the replicated variable. If you looked to see how Epic handles this in the generated code and on the backside then you’ll understand why it is done this way.
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You guessed correctly, the local player sets a variable via inputs that I need to propagate to all other instances. I have currently done what you suggest, with the 3 functions. It just seems like a lot of work for something that must be a common issue. I’m guessing everyone ends up writing the same functions, which seems like a waste. I’m not sure exactly why it has to be this way, but if it does I’ll believe you 
Documentation is always a problem no matter which software you use. Let’s face it, software guys don’t like to write documentation and then it has to go through tech edit and quality control, etc. In the game development world, we just don’t have time for that and what documentation is there has been good for us so far because we have the engine source code. I know what you mean about the bugs in the code. I’ve discovered at least 13 and all have been confirmed and I’ve only been using UE4 since last August. The best thing a person can do is grab the github source, find the bug, fix it, and submit a pull request so that it will get fixed. If I don’t have the time to fix it then I just give Epic as much information as possible and sometimes even give them simplified sample projects so that they can fix the problem. Sometimes in doing the simplified project I discover that the issue was actually my fault due to not understanding the engine. Perhaps you may want to do the same with your issue below.
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Fair enough that people don’t like doing documentation, and there can be a lag. If this was a FOSS project then I’d understand, but this is a commercial product, and not without competition. I’m guessing that their marketing strategy is to make it free so that there are lots of people with experience with their engine, which will make it more popular for game devs to use. However, in order to retain people, you really need to make it as smooth a learning curve as possible, otherwise it will work against you. Apart from that side of things, I imagine it would be much more cost effective to create up to date documentation rather than have people answering AnswerHub and forum posts about the same topics. I think most people will try and solve problems on their own if there is documentation.
What is the collision like on your Pawn? Can you create a simplified project where you can demonstrate this issue? Then 7-zip it all up but exclude the Binaries, Intermediate, and Saved folders and do not include any of the visual studio files, they can be generated from the uproject file.
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Thanks for letting me know what I need to include - that will simplify things. Unfortunately I don’t have time to do that atm - but if I get completely stuck I will.