Not quite understanding that question... I'm guessing you are asking about connecting "E" or your used interact input event node, to the "Interact Request" node for the character to do the interacting in a multiplayer setting. The rule is generally the "Interact Request" node must be triggered server side. So in order to let clients use this, you can create a custom event before the "interact Request" node itself. Go into its details/options, and set the "Replicates" option to "Run On Server" and then probably enable the "reliable" option. Now, you can call that custom event with your E/Interact input event and this will take that client side input, and trigger the even on the server version of that client, resulting in the "Interact Request" being triggered on the server. If this isn't what you're asking about, try re phrasing your question, with more context possibly.
For multiplayer connect the E directly when interacting request and the custom event reply also connect when interacting request?
Not quite understanding that question...
I'm guessing you are asking about connecting "E" or your used interact input event node, to the "Interact Request" node for the character to do the interacting in a multiplayer setting.
The rule is generally the "Interact Request" node must be triggered server side.
So in order to let clients use this, you can create a custom event before the "interact Request" node itself. Go into its details/options, and set the "Replicates" option to "Run On Server" and then probably enable the "reliable" option.
Now, you can call that custom event with your E/Interact input event and this will take that client side input, and trigger the even on the server version of that client, resulting in the "Interact Request" being triggered on the server.
If this isn't what you're asking about, try re phrasing your question, with more context possibly.
@@terricon4 Add in discord, to send blueprint image, AgostinhoDias#6467