The rest don’t need to call an RPC. The owner needs to send an RPC of the transform to the server (possible because of ownership). The server then needs to send out the position to all clients (possible because it’s the server). I recognize that the server is then sending back to the owner though.
Unreliable RPCs take NetCullDistanceSquared into account. If you mean something else for relevancy, let me know and I can test anything you might be questioning.
Can you have the client change variables and have it replicate out to the server and all other clients? I thought it was purely server controlled.
That’s why I have a “SetOwnerToServer” variable, so the user doesn’t need to do anything extra for that. I do understand that multi-cast can send from server to clients regardless of ownership though. I’ll think about automatically making the server 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 control the position in Unreal when there is no owner though so I might implement it in the next update.
Let me know if I misunderstood anything or if you have more questions. Cheers.