So currently to send information from a client to everyone else on the server I do this:
UFUNCTION(Server, Reliable, WithValidation) void functionServer(); //Client sends information to server UFUNCTION(NetMulticast, Reliable, WithValidation) void functionClients();//Server Sends information back to everyone
When the functionClients gets called I check the player to make sure it’s not the original Client that sent the message because the NetMulticast sends out to everyone including the client that originally sent to the server. To me this seems wasteful and possibly like I’m doing it incorrectly.
Is there a way to do a NetMulticast while skipping one client or is there a more preferred way for clients to send a message to server and out to everyone else?