Hi everyone, im having a strange issue that is making me feel just mad. Im making a side scrolling fighting game that runs in a dedicated server. I put to the characters one animation of a kick, attaching to the leg a couple of colliders. Then I put an sphere in the middle of the level as a physic actor to be kicked.
The problem is that when I kick the sphere it goes away perfectly as a physic actor should. The problem is that after my character kick the sphere and this sphere goes away, still are a some invisible instance of the sphere or of the collider of it, that is colliding when I try to pass throw it. Seems like Im kicking just the mesh, and the collider is still in the same place. Or other thought, is that im only kicking a client instance of the sphere, and is still remaining a server invisible instance of this sphere that makes me collide.
Locally works perfectly, the problem is: the sphere is only kicked on the client side, and I can’t replicate the same movement to the server.
I can move the sphere with the capsule component of my character equal in both sides I guess that is for the Replicated Movement option, but with the kick seems to be impossible. I’m trying to set manually the position of the sphere, but I cant replicate sphere/client location to the sphere/server location. By the way, I have al replication options enabled.
Some screenshots of what im working around in the sphere blueprint: