My question is regarding the workflow from ui to actor and its child actor components, my workflow basically goes from UI to player controller to the actor in question that actor uses its references to its child actors let’s say Child Actor A and Child Actor B it casts to them and calls an event, the child actor A should correspond to the server player and child actor B should correspond to the client player, I have no problem telling child Actor A what to do from the server player but I cannot get the client player to tell child actor B what to do, the game mode blueprint spawns the Actor so I’m assuming that’s why the server player can use its controller blueprint to call the Actor’s child Actor A event but I’m not sure how to give the Client player Authority to call The actor’s child Actor B event from the ui and down the logic chain.
My chain of Logic goes like this: button clicked in the ui calls an event in the ui gets the player controller casts to my player controller blueprint and calls a run on server event that event passes the variables from the ui to the player controller and then in the player controller I use that event to call another run on server event in the actor using the reference of it from spawning it in the game mode and passing its return value to the player controller, that event called from the player controller to the actor calls an event in the actor wich calls its child actor A event or child Actor B event, I figured I’d determine wether to call the A or B event by branching to see if it is server Boolean and if true call A if false call B I’ve fiddled around with where I check for the is server but it doesn’t matter where I put that if I can’t figure out how to give the client authority anyways,