Replicated Items in multiplayer

Hello everyone,

I’m working on a multiplayer FPS game using the standard character setup (separate 1P Mesh set to ‘Only Owner See’ and 3P Mesh set to ‘Owner No See’).

I need advice on the best networking/replication strategy for a held item (e.g., a flashlight or gun) when a player picks it up and drops it.

  1. Pickup: Should the item Actor remain attached to the 3P Mesh (Server Authority) and the owning client simply locally override the visual to attach to the 1P Mesh?

  2. Attachment: Should the item Actor itself have two components (1P and 3P mesh components) with visibility toggled by replication?

  3. Dropping: What is the safest way to ensure proper physics and collision for all clients when the owning player drops the item?

I appreciate any advice or links to tutorials and so.

Thank you!

I’ve figured out the answer. Depending on whether the player is locally controlled or not, I’m attaching the mesh to the first or the third person mesh :slight_smile: . And the best way for dropping (throwing) is to use the Projectile Movement Component :slight_smile: . Maybe this will help someone.