Skip Owner When Replicating Movement

Hey guys, I just have a quick question. I’ve been working on some custom client prediction and server correction stuff, which I have mostly working. I’m just curious if it’s possible to replicate the movement of the pawn from the server to all clients, but skipping the owning client, because they have their own prediction running.


Try this snippet:

DOREPLIFETIME_CONDITION( AYourActor, YourProperty, COND_SkipOwner);