Here’s a quick question, maybe someone can give me an analogy to help solidify my understanding of things. My blueprints are working, but I’m not sure about what happens when a third client would join. Would they get the proper replication? Am I doing too much or too little work, logic wise?
If I have a Host and Clients networked game in which the host can also play, is it proper to follow this logic, or am I doing extra work?
**Host: **Multicast own actions for all clients (custom events)
**Clients: **Run action locally for client, Run on Server to replicate same actions on server (custom events), then broadcast (Multicast) actions inside the “Run on Server” action to replicate to all clients (custom events).
I’m not entirely sure I need to add the extra step in the “Run on Server” event from the client to Broadcast the changes, but I know that without adding the action locally, it was only happening on the host (server) game instance.
I would just test this theory myself in this project, but it’s tied to steam and I don’t have a third steam account to test.
Any input is welcome. Thanks!