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I’m making a Multiplayer FPS game and I’ve just started making the part of the Weapons and of the shots.
Having a Client and a Server, this is what happens when both shoot in the game:
Calmly, let’s analyze this together.
Part 1: The Server shoots
The Server shoots the first shot: only the Server can see it.
The Server shoots the second shot: now also the Client can see it.
Part 2: The Client shoots
The Client shoots the first shot: only the Server can see it.
The Client shoots the second shot: now also the Client can see it.
As you notice, the Client looks a bit retarded (no, not offending him)
I’ve uploaded a video on YouTube that shows better the issue:
As you can see at 1:01, the Server sees the Client’s shots in the correct location!
How do I draw those DebugPoints?
When the Weapon shoots, I call the Trace function on the Server side (A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums).
After the trace, the Server calls a NetMulticast RPC function which shows red DebugPoints if the Server and blue DebugPoints if the Client: