4.9 Changed how FX and sounds are networked?
In 4.7 and 4.8 I was under the assumption (and iirc it only worked this way) That if you spawned a projectile on the server with an RPC that when the projectile hit, and you wanted to spawn FX on clients, you would have to use a Multicast or a Repnotify.
In 4.9 I was trying to figure out another problem when I found that if I just ran the FX logic off the hit event, all the clients would run this logic. No Repnotify or Multicast. Was this a change or am I missing something?
asked Oct 27 '15 at 01:58 AM in Blueprint Scripting
It should only run on the client if you let it. use "Switch has authority" to control what runs on the client or server
answered Oct 27 '15 at 02:51 AM
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