[Request] Enable Client Context option

I came from CORE (powered by Unreal Engine) which is basically an UEFN but without being able to import any assest. In CORE there was a functionallity that I think should be also available in UEFN.

In Core you can chose in the editor if the object should be in the client or server context. For example if I want to create a Rock with collision it should be on server, because teh collision are handled by the server, but if I put it in the client context that rock is just rendered in the client but without collision.

Perhaps like the switch button already which is to keep the state per player but for any prop.

Why I would want to do this ? you may be asking

For example I want to create a map where there are puzzles to be solved or boxes to be opened, scattered and hidden across the map on fixed locations. But where each player independently can solve/open, this can’t be done currently in UEFN, because if a player open a box I can’t hide that box only for that player that already opened or if I solve a puzzle I want to give a prize only to the player that solved it where in the other clients that puzzle is still unsolved pending to be solved.

Perhaps an additional option to the creative_prop where you can chose between server and client, it could be set for each prop or like CORE did a special folder in the viewport to put there what things should be in client context only.

Regards

@K-MUS Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

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