@Vaei
You do not need to use the client owned functionality, it is just there if you want it. You can still have the server be the owner and there will be no RPCs from client->server.
Can you explain what you would like clarified on the store page? I’m currently at my character limit on there, I wish they would provide more space. I don’t think I’m misleading in any of what I write but I would be happy to take a look at any specific instances you point out.
I don’t make a claim to have client side prediction. I make the opposite claim on the store page of you won’t need client side prediction by using Smooth Sync (from using client owned objects, which I also state as the plugin’s key purpose on the store page).
You told me a lot of information at once. I corrected and responded to everything up until the point where you said my plugin wasn’t working. Then you never responded to my inquiry to replicate the issue. Did the problem end up being that you weren’t setting up your actor correctly?
I’d be happy to also respond to the other information you provided, but I just wanted to make sure I didn’t have any major issues like my plugin not working at all first. It also becomes difficult to talk about multiple things at once.
I’m definitely thankful for the Unreal knowledge because while I may have years of experience in multiplayer networking, I’m pretty new to Unreal.