Using a blueprint callable c++ function from another class

You need to replicate your variable status.

Since you don’t a walkthrough, to completely understand what’s going on, there’s some information here:

You might want to be careful on what you want to do. If you’re willing for the client to notify the server the isSwinging changed, you want a RPC function with these properties:

UFUNCTION(Server, Reliable, WithValidation)

If the server is aware and you want every single player out there to know this changed, use a Multicast:

UFUNCTION(NetMulticast, Reliable)

If you want that that just a specific client get information about this update, you probably want a:

UFUNCTION(Server, Reliable, WithValidation)

With the provided documentation, you probably will have the necessary information. If you’re stuck, ask again and I’ll try my best to help :slight_smile:
Oh, please, report back if you were successful - I’d love to hear back from you :slight_smile:

Cheers!