I have this code in the character blueprint which is using authority to check whether its a server or client. When the Red Trigger Box variable (which is a local variable) is set to true by the player it calls the REDBOX function at the top which is multicasting the print string to everyone:
The result of this on a server with a server and two clients:
So the event which prints the string is being called on the server and both clients which seems correct.
When I change the original code to this, where it is no long printing a string it is setting a variable from 0 to 1:
When I play the game and call the REDBOX function from one of the players the Red Trigger variable does not become 1 for everyone, only the player which calls the function.
Why does the SET Red Trigger work differently to print string? Is there something I’m missing to be able to set the Red Trigger variable for everyone on the server?