Hi all,
I’ve had sprinting and crouching implemented in my game for a while and it works fine, but in doing some sweeping I noticed that I had my “UpdateSpeed” function set to multicast, and I feel it’d be best if only the server ever has the ability to update a player’s movement speed. It appears that I intentionally set it as a multicast because MaxWalkSpeed and MaxWalkSpeedCroucehd aren’t replicated even if I enable replication on the CharacterMovement component. What’s the deal? Isn’t it a bad idea to allow a client the possibility to update their movement speed?