For the projectile lag compensation: Which tools or methods gives UE4 already that i can use? Can i use projectile Interpolation for this or is it already used ?And you mean: write this in the projectile movement class so that every client predict next movement?
UE doesn’t provide Lag compensation tools/methods/code etc. Lag comp is specific to its purpose. It needs to be designed and implemented for the unique task.
Projectiles (PMC) already interpolates per client frame rate. Also need to consider sub-stepping.
You could implement network prediction into PMC, but that’s a lot of work and honestly a waste in my opinion considering the client fakey approach I already mentioned.
You said “Server replicates to all other clients”, but how can I exclude the client which has already shot? (If we dont use Multicast)
Flow Control!
instead of constantly rolling out branch conditionals all over the place I wrote a function to set the role of each proxy on spawn. I call the function directly on Begin Play in the character class.
In the weapon class I use it to determine which proxy can execute which code.
e.g. Exclude OWNER (Autonomous Proxy) and Server…Only sims execute