![]() The health reduction will have a delay of ping time on clients. The problem with this approach is if other bits of the game are predicted, movement or dealing damage. ![]() From the tests I have been doing it does not seem like those two checks are actually checking if the instance of the game is running on the sever or client but seems more like it is checking if the actor that is calling it is possessed by itself or a player controller.151 3 11 You probably want a to funnel health reduction through an on take hit server function (Not multicast or client). An easy way to get the local player’s PlayerController is by using UGameplayStatics::GetPlayerController( SomeWorldContextObject, 0 ), where SomeWorldContextObject simply put can be any UObject that is linked to your current game world, like an actor.1. thunderball overdue numbers So to check whether an actor is owned by the local client, you can call AActor::IsOwnedBy(LocalPlayerController). The faster you grow the faster your business. Discover proven systems and strategies that help SME Business Owners grow their business fast and sustainably.Check out our client endorsements here> You A SME Business Owner Hungry For Growing Your Business (Fast)?Growth in your business directly depends on your personal growth and success. Server functions are called by a client and then only executed on the server. Multicast functions should be called on the server, where they are executed, and then forwarded automatically to clients. There are 3 primary types of replicated functions: Multicast, Run on Server, and Run on owning Client.
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