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What are you saying no to? I still need ownership to send from clients to server as far as I understand.
I do understand that multi-cast can send from server to clients regardless of ownership though. I’ll think about automatically making the server act as the owner and control the position, but I liked the explicit nature of having to set up server ownership so that the user knows exactly who is controlling the position. It seems common to just have the server act as the owner in Unreal though so I’ll probably implement it in the next update. Thanks for the tip.
I’m pretty sure unreliable RPCs use NetCullDistanceSquared so I don’t think passing information through another system will do anything different for that.