Ok, Here is the damage logic
Input & event call
Line Trace logic & apply damage node
On any Damage node & event call
Going back through my code, i noticed on the event where im calling the client to update its health on player controller i was calling it on server as well, ive changed that to run on client
and i get some slightly different behaviour now.
(I’m Controlling Client 1, Bottom right)
It now does damage to a client but also still does damge to the Host. So doing damge to client 2 will do that same damage to host, but doing damge to host wont do damge to either Client. When Host already has damage done. When moving to damage Client 2, clients 2 will jump to same health value as Host once damaged.
I’ve also turned off the player controller replicates
on or off, this doesn’t seem to change behaviour