Doesn’t matter if you are calling it from Switch Has Authority or directly from a cast from an OnComponentHit event. Print Strings ARE working though, so it is definitely something fishy with DestroyActor.
On further investigation, it appears that this has been a problem since 4.13 at least.
Once again, DestroyActor works for everything OTHER than when called on OnComponentHit on a Box Collision in this case.
Then there’s OnCollisionBeginOverlap, again with Box Collision. Simple Cast to FirstPersonProjectile, on success, it gets destroyed, but there’s a catch. On server, it happens instantly for everyone, but one client… there’s this strange delay, and I don’t have a delay on it.
Actor that is being getting destroyed has the following settings applied to it:
- Always Relevant
- ReplicateMovement
- NetLoadOnClient
- Replicates
Everything else is default.
Collisions are working. Print String are working.
Just tried Applying Damage to it and ummm…something’s not right.
Here’s the actor that is should be getting destroyed:
I even used the Component Replication stuff on everything just in case that was an issue.
Just tried Set Life Span for client, no go. Obviously I have something messed up, this is a pretty important feature that someone would have noticed by now.
One last thing, the actor IS replicating physics… but I just tried it without physics and nothing. Hoping I just missed something but who knows.
I even tried this: Screenshot - d4ce4bbc93b89cba247a52cc6f605543 - Gyazo
No go.