rproxy to call my serverevents but for now there is no player involved.
I have a BP with a collider and when a static mesh (no player controlled mesh) overlaps it have to do some stuff
The BP was Deployed by the Player and than the BP have to check “Is there any static mesh in range”
also when a static mesh was deployed next the BP it have to check this
I tried to use the Multicast option but it just run when the player deploy the BP and there is any static mesh in range
when i deploy a static mesh next to it it doesnt do anything
You could try to make “SetDocking” as a multicast event and then create another server event that calls the multicast event from your overlap event.
You may need to pass in the “Count” integer from the server event to the multicast event into your switch, other wise you’ll probably need to set that integer variable on another separate server event somewhere and make it replicated or it’ll just return the default value when executing these functions.
On a side note, passing the variable in on the server side as a local variable could allow anyone to make that integer whatever they wanted if they had hacked the game and were trying to cheat or break your game. That’s something to take into consideration if it’s a likelihood.