I have an actor in the world - i interract with this actor at client level.
Inside the actors script (Interract_Implementation) - I run a server RPC to add this item to my inventory (Character class) as well Destroy the actor.
I’m trying to replicate said functionality to a new actor base - however this actor is spawned FROM the playercharacter class.
I interract with the newly spawned actor as client. I run Server RPC inside the new actor script that runs a timer. When timer has lapsed, i want to SetActorHiddenInGame(true), AddToInventory().
This for the life of me wont work. I can do the same functionality on a static placed actor (from editor developer) but not from a spawned actor. I’m safelocking the AddToInventory() by having a if(HasAuthority()) branch in front of the code - the STATIC placed actor works as said before - but not the spawned actor from CharacterClass.
At first i thought this was an ownership problem, but when i spawn this actor into the world, i cannot change ownership to itself… i get errors doing so (Ownership loop).
Suggestions?