my projectile is not working for client (multiplayer) C++

hi
i have been currently working with multiplayer and started off by creating c++ first person project in unreal 5. i have created a function and tried out pretty much all 3 (client, server and multicast) but none of them works for the client. server cant see clients projectiles, i have replicated the projectile itself but nothing


image

here’s how the code is looking currently, im pretty lost on why clients projectile doesnt want to work.
i have tried to take the Fire function and move it from the default (which uses SkeletalMeshComponent) script to character, but it doesnt seem that i can use the enhanced input with Fire, i have tried to look on tutorial on this specific but its mostly for unreal 4 and that doesnt work either. they are using “HasAuthority()” and i cant use that in SkeletalMeshComponent.

and just to clarify more, having FIre Function in a SkeletalMeshcomponent is unreal defaulted script

pls help :smiling_face_with_tear:

perform clean test for your multiplayer logic.
create bat files for server and client:

server example: “C:\UnrealEngine\UE_5.2\Engine\Binaries\Win64\UnrealEditor” “E:\UE_Projects\Teach\Multiplayer\Multiplayer.uproject” -server -log

client example: “C:\UnrealEngine\UE_5.2\Engine\Binaries\Win64\UnrealEditor” “E:\UE_Projects\Teach\Multiplayer\Multiplayer.uproject” -game -log 192.168.1.3

then you need to make sure that your spawnable bullet marked as replicated.
debug RPC events with UE_LOG, which messages you will see in the logs of the client and server.

testGame.bat (138 Bytes)
testServer.bat (128 Bytes)

i have debugged the code with addonscreendebugmessage(), both in server and in the firing/shooting function. all the debug is running, i have marked the projectile, the whole object it self even, but the projectile doesnt show for the client side

also the examples doesnt work for me

Client projectiles are not authoritative.

Client fires a local only, do no damage, only visuals and responsiveness projectile. It then RPC’s the server to Fire.

Server fires a NON-Replicated, Authoritative Projectile, OR, uses Predict Projectile Path Advanced.

Server Then Multicasts a Sim Proxy fire event.

SimProxy Fire event checks if Local Role is “Simulated Proxy”. If so, Fire a do no damage local shot.