I’ve a simple multiplayer project with a dedicated server and 2 players. On start : the two players have a simple movement that is “go ahead”.
The replication is ON on both players so my two players are moving. But their movement depend on their own tick (so it depend of their own computer tick) instead of server tick.
So when i wait : i can see that a player is a littlebit faster than the other. Because only the position is replicated with multicast. So it’s easy to cheat if you have a better computer.
I would like every movement is generated on the server and multicasted to client : like the server stream the mouvement and clients only send the touch-key event.
I tried that : (see picture)
LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor ThirdPersonCharacter_C_1. Function Start will not be processed.
It’s hard to understand the replication concept, maybe i’m wrong but i want pure server game streaming to prevent cheating. Could you help me please ?