Property Replication on owning client

I have been making VR Multiplay game.
While TickComponent, If Owning Client’s Motion Controller be grasped,
I want to change server’s IsGrasped(Variable, Replicated).
So, I made a function i called ServerSetter like below:

UPROPERTY(ReplicatedUsing = “OnRep_IsMotionControllerGrasped”)
bool IsMotionControllerGrasped;

UFUNCTION(Server, Reliable)
void ServerSetIsGrasped(bool IsGrasped);

but, i think the word “server setter” is so weird…
is it right way?
or is there right way to make client’s logic to change server’s variable?

this is right way

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.