Hi. Im developing a multiplayer survival game.
You can eat plants so I created an EatDrink Function inside Character BP which works fine and just create a multisphere around the bone of the Head, save a variable with the actors on collision. If the Actors name starts by “PlantsInteraction”, then Add Food, spawn sound of eating and spawn a green emitter like if some pieces of plants falls from his mouth and more things. Everything works fine and replicates perfectly.
Now I wanted to add somekind of Grow System, so all those Plants are cloned actors of “PlantsInteraction” actor spread around the map. Starts with a full plant static mesh with green leafs. I want that when EatDrink Func creates the multisphere and touch the Plant, triggers the EatGrow Function inside PlantsInteract BP where the static mesh changes to an empty plant with no leafs, make a delay of 60 seconds and then grow up again changing back to the initial static mesh of the full plant with green leafs.
The computer hosting the server triggers this mesh change and works fine and replicates fine on clients.
But when clients triggers this mesh update, doesnt make the mesh change and obviously doesnt replicate and hosting server cant see it neither.
The logic I used should work as I did to replicate many other things so what I want to ask is If I miss something silly or not to make it work.
Any idea is welcome.