Unsure why my client isn't able to shoot with my child weapon

I have my shooting setup through a seperate weapon BP that is activated through an input on my character blueprint. The server player, and the AI are able to fire off the event successfully inside of the weapon BP to fire the weapon and reload, but my client players are unable to.

I thought it was because their ammo wasn’t being updated, but I fixed that by having custom events replicate the server and mutlicast the cast to the parent.



You’re doing Lock Step firing. Server → Multicast.

This isn’t going to work in the real world once you start having to deal with player pings.


Input → Client fires → RPC Server
Server fires → Multicast to SIMS ONLY

Clients shot only interact with their simulation. FX, plumes, hit decals, audio that’s it.
Servers shot (not replicated) handles dmg.
Sim proxy shot handles FX, plumes, hit decals, audio etc on all other clients.

You can as an extra step Multicast the hit location and normal so everyone can apply authoritative decals. But in general its a waste of bandwidth. Sims shot (Multicast) should be using servers shot data to generate its own.

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