Insanely helpful. This has been the best video I've seen explaining multiplayer authority for client vs server interaction. Thank you so much. I originally thought I was going to have to complicate a lot of my objects by adding multiple authority checks to each one, but doing it this way is incredible! Thank you!
This is sooo underrated.. I have been looking for pretty much this exact solution for multiplayer tracing. Thank you so much! Keep up the good content :D Never subscribed so fast in my life
Ive been trying to post a comment for a few days but I think TH-cam doesn't like my link to Imgur so we'll have to do without. These are great videos but I was wondering how you would go about setting a variable inside the player using this system. I want to add to an integer that is stored in the player when I interact with an object using your system.
It seem to be a well made video but if you are on a client (remote) then it is not firing a line trace. Is "seems" like your code is working because you are only testing on the server. To see if your code works for multiplayer (which it doesn't), you have to use two or more players and set netmode to listen or play as client.
It's 100% multiplayer ready. Not sure if you've thoroughly reviewed the code. Clients trace is red, servers is purple. Clients fires local trace. If it hits a valid target,then it calls rpc to run the same function on the server. Re-walk the logic. It'll click.
FYI when using "Switch has Authority" in a dedicated multiplayer setting "Remote" is always client, "Authority" is always the server. i.imgur.com/qh49C0f.png ^^ Review the Macro Alternatively you can create your own macro. i.imgur.com/KODaQNu.png
Thanks for the tutorial, this helped me a lot. I tried interacting with server character but it does not work. Is there a way to interact with server character
A bit more detail about what you're trying to do would be helpful. But in general you'd implement an interface on the character and call an interface event from the server side of the code. Just as with doors, elevators etc.
Insanely helpful. This has been the best video I've seen explaining multiplayer authority for client vs server interaction. Thank you so much. I originally thought I was going to have to complicate a lot of my objects by adding multiple authority checks to each one, but doing it this way is incredible! Thank you!
This is sooo underrated.. I have been looking for pretty much this exact solution for multiplayer tracing. Thank you so much! Keep up the good content :D Never subscribed so fast in my life
Thanks 👍
very nice, under-rated
Ive been trying to post a comment for a few days but I think TH-cam doesn't like my link to Imgur so we'll have to do without. These are great videos but I was wondering how you would go about setting a variable inside the player using this system. I want to add to an integer that is stored in the player when I interact with an object using your system.
It seem to be a well made video but if you are on a client (remote) then it is not firing a line trace. Is "seems" like your code is working because you are only testing on the server. To see if your code works for multiplayer (which it doesn't), you have to use two or more players and set netmode to listen or play as client.
It's 100% multiplayer ready. Not sure if you've thoroughly reviewed the code. Clients trace is red, servers is purple.
Clients fires local trace. If it hits a valid target,then it calls rpc to run the same function on the server. Re-walk the logic. It'll click.
FYI when using "Switch has Authority" in a dedicated multiplayer setting "Remote" is always client, "Authority" is always the server.
i.imgur.com/qh49C0f.png
^^ Review the Macro
Alternatively you can create your own macro. i.imgur.com/KODaQNu.png
Thanks for the tutorial, this helped me a lot. I tried interacting with server character but it does not work. Is there a way to interact with server character
A bit more detail about what you're trying to do would be helpful. But in general you'd implement an interface on the character and call an interface event from the server side of the code. Just as with doors, elevators etc.
Hello, does splitting functionality into Actor components and heavy use have a significant impact on performance?
Depends on what's in the AC and how often it's used. Details and context matter.
Okay, thank you@@Rev0verDrive
What do you mean at the start when you say this is not something that would be done in a real production?
I'm referring to the Delay on Begin play. Better approach is polling references.
@@Rev0verDrive Oh ok thanks for the reply