About Actor Replication

I’m trying to think about concepts for lag compensation and this is about projectiles that are not moving “instantly”, meaning projectiles that are represented by an actor and move physics-simulated or kinematically.

So, my idea was to spawn a projectile actor immediately on the client when he fires his gun. Then the server spawns the same projectile a little later (and maybe adds some “initial movement” to compensate for the delay, if I can quantitize that delay). Other clients simply replicate the projectile, nothing special here. But the “owning” client that has already spawned the projectile mustn’t spawn another one of course. Instead he should somehow define his own projectile to be the one to replicate values from the server’s projectile to.

So the question: is that possible?