So I think I tried everything possible but no luck. When the host/server kills a bad guy, it dies and all the clients can see it die and disappear. But when the client kills a bad guy, it just plays the death animation on client side but it is still moving and attacking on all screens. Pretty much, only the server can do anything to kill it. I replicated every single variable like health, isDead?, etc in my enemy blueprint. I made a custom function that destroys actor which runs on the server but when I call it, it does nothing if switch has authority is remote. I looked at tutorials but they only show how to replicate from server to client, not the other way around. How would I do this? How do you make a co-op wave-based shooter with this limitation? I must be missing something big. Here are some pictures that show my issues.
The picture below shows the different ways I tried to make this work but it didn’t. One thing I noticed is my isDead variable does set itself correctly on the client side. Also, the health does not update on server when the client damages an enemy.