This function is new to UE4 and designed to provide security and validation of remote procedure calls sent from the client to the server. The goal is that you’ll provide some conservative error checking on the RPC before we allow the actual RPC to come through.
Often, return true is fine, but if you can validate the input that would be better.
The game will disconnect the client if the data is invalid.
Thanks for your answer, but please, can you provide a “for example” of some case when we need to implement this “conservative error checking”. I have seen some multiplayer samples, but in all, this methods return true. So i need a real sample when we need to return false, can you help me with these, please.