How to handle host migration in network programming
I'm reading about network programming in UE4, but I've seen no mention of host migration. Say I want something to happen one time only and I set up a blueprint like this:
OnActorBeginOverlap -> SwitchHasAuthority -> DoOnce -> MyResultingAction
If a player overlaps the trigger again, will B's blueprint carry out the MyResultingAction? Does the DoOnce node on B know that it fired before on A?
Do I need to make my own kind of "do once" node that uses a replicated boolean to track across all machines that the node has fired?
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