Hiya Everyone,
Been stuck on a really big problem with grenade logic over the past couple of weeks in Dedicated servers and would love to know if anyone else has these problems. Our grenade implementation is currently as follows;
Actor set to replicates & replicates movement., with Static Mesh comp, Collision sphere and a Projectile movement Component.
The expected behaviour is the following ;
Player starts throwing grenade,
Throws grenades,
Spawns on server and applys physics with desired velocity through the Projectile movement component,
Timer is set on Begin Play of the Actor, for X time,
Once timer is up, trigger a multicast to play SFX & VFX,
following this a server call to deal damage to all those in radius of the Grenade.
All of the expected behaviour works up until the server cast, & dealing damage to the player. What seems to happen is, VFX are played properly through the multicast, and the damage is dealt at the original transform of the actor pre-physics calculation.
This only happens on a Dedicated server, not p2p or listen server and client in editor.
This link contains the blueprint for all the relevant grenade logic. It would be awesome if anyone could chime in with info on this.