Even after more than half year of making multiplayer game, networking still does not make sense to me in many ways…
I expect “run on owning client” in player controller (Set color) can be fired only if server calls it, but:
- Run on server - does not work - only event i expect that should work - not working… why?
- Not replicated - working, this maybe make sense because wall is placed in level so server owns it, but why then “run on owning client” RPC in wall working for clients even if clients does not owning that wall?
- Multicast - no idea why this is working, but its working correctly
(Whole script running well for my needs, im just only interested why this work and that not…?)