Hi,
I have some replicated C++ Actors and I want them to load with the level on server and client. so far, so simple.
Then during runtime, I spawn more of these Actors which I don’t want to replicated to clients because the client spawns it’s own version which is then decoupled of the server’s counterpart.
I tried this by using deferred Actor spawn like so:
AMyActor* MyActor = World->SpawnActor< AMyActor >(Params);
MyActor ->DisableReplication();
MyActor ->SetSomeOtherAttributes();
MyActor ->FinishSpawning(SpawnTransform, true);
But the Actor spawn is replicated nonetheless. This results in the client having two versions of the actor: The one it spawned for itself and the replicated spawn.
Is it possible at all to prevent the spawn replication of a replicated Actor or do I need to think of something different here?
Best
Dominik