Hello! I have a bit of an odd situation that I’m not sure how to approach.
I wish to replicate parameter value changes in a dynamic material instance, but I want the change to only affect the player that requested the change (so if player A changes to red, both players can see that A changed to red, but player B retains their original colour since they didn’t request to change).
So far, my best result has been getting changes to show up locally for one client. I can’t get it to replicate at all, let alone replicating with a target player.
Here is how I create the dynamic material instances:
I’ve tried three approaches, all of which have failed:
- I tried replicating the material array and setting the changes locally.
- I tried setting the changes via a server RPC since the pawn is replicated.
- I tried using a server → multicast RPC.
And here is how I change the params, the stuff that triggers the for loop is either an RPC custom event or a connection directly from the client based on which test it was.
I would be very appreciative of any advice. Thank you!