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I’ve managed to fix it from the hit event side but now I’m experiencing different problem - when I set owner at runtime and then clear buffer multicast, the transform of an actor doesn’t replicate from owning client to server but when server interact with it later it resets to the server’s state.
UPDATE:
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Okay, I think I found the source of the issue. You’re checking the owner of the actor throughout the code like this realObjectToSync->GetOwner() != UGameplayStatics::GetPlayerController(GetWorld(), 0)
but this way you don’t get the root player controller but rather player character first if it’s a prop for example. So when I used GetOwningController()
function to get the controller GetOwningController() != UGameplayStatics::GetPlayerController(GetWorld(), 0)
I’ve made replication work properly from client to server in case client is the owner! Can you please elaborate on this issue? Thank you!