Is there any way to make a physics handle replicate? I’m making an ability in my multiplayer project which spawns a riot shield, and the player holds it in front of themselves so it kind of floats with them. I’m going this route because I want to avoid players walking through the shield, so it has thickness and physically blocks everything. This works 100% perfectly on the host but if a client uses the ability, the host sees it correctly but the client can’t see that he picked up the shield, it flops on the ground. I can’t use attach actor because otherwise the shield won’t have physics. My setup is very close to the physics content example. I’m using a StaticMeshActor if it matters.
Make a multicast function with the needed code. Then, call the multicast function from a not replicated function. Finally, call the not replicated function from a Server RPC function (Run on Server).
The replicated functions have to be reliable. After making all those functions, make another one that is the final function that you will call from the input, check for authority (Switch has Authority), and for authority add the not replicated function, for the Remote add the Run on Server function.
These functions are actually custom events in Blueprints.