How would I spawn the SAME actor on the client and the server? Right now I have:
MyItemReference = GetWorld()->SpawnActor<AItem>(MyItemClass, FVector(0, 0, 0), FRotator(0, 0, 0)); // MyItemReference is a replicated pointer.
If I call this only on the server, nothing happens on the client; no actor is spawned, and MyItemReference is NULL. If I call this on both client and server, MyItemReference returns NULL on the client (probably because it’s replicated, so the reference to the client-spawned version gets overwritten with the client-unaccessable server version).
SO, how can I properly replicate a spawned actor, so that the client can access it? Is there some “ReplicateActor” variable I have to set or something? I checked the FActorSpawnParameters, but I didn’t see anything there.
Thanks in advance