Hello everyone this is my very first question/post on the forum. I have recently switched to Unreal Engine from Unity 5 so please forgive me if I used wrong terminology etc.
I have an issue with propagating destruction to the clients from the server.
In short that is what I am currently doing:
I have a blueprint(called attack) that holds one component which is my beam particle effect(and on begin play event+replicated variables, but that later).
It is spawned by pressing the right mouse button(Replicated Function run on the server).
This replicated function then checks what is the start and end position of the beam and then spawns my blueprint actor(called attack).
Blueprint (attack) has 5 variables:
- source
- target
- damage
- damageRadius
- rotation
All of them are replicated
It also has two functions:
- Apply Damage- Applies Radial Damage to the target vector position
- Spawn Lightning- Creates the particle effect
The thing is damage is applied both on the client and the server. When client shots the destructible mesh the server see the destruction. When server shot the destructible mesh nothing happening for the client, server sees the destruction. But even thought the client cant see the destruction the collision detection is working as the collision happened(character is blocked by debris when he cant see it).
What might be a possible reason for that?
Particle Effect is correctly replicated both for server and client. But damage is only seen by the server where it has happened both on server and client.