I’ve found this piece of code in the ShooterGame example:
All the function does is verifying whether I’m the server or the client.
If I am the client, return.
If I am the server, "remove all weapons from inventory…"
Why didn’t they use a RPC call that executes on the server?
UFUNCTION(Server) void ServerRPCFunction();
In that way they’d have had a function that simply executed on the server.
Is my logic uncorrect? If yes, why?