What exactly is going wrong? Is it not being attached on the client side?
well i fixed it when calling it on the server and then run multicast and attach the actor
How can i attach an actor (f.ex. a knife spawned in the map- by the server) and attach it to the mesh of my custom character for multiplayer? I tried different ways- attachtoActor, attachtoComponent, server side only, with multicast - all of that, but I couldnt find a solution. btw: i also disabled physics and collision and it works for the server only sometimes, but i forgot how i just did that -lol, but never for clients and server.
and yes the actor is replicated.
Thank you!
and that should be custom - like … I dont want to set them as childs in the character itself because i have a lot of weapons and I dont think, that this is very smart (you know- setting them as childs in the char and then just activate them)
I took a different approach that is working so far testing with 3 players. I handled the actor spawning inside my Player Controller with custom events.
- In the event I spawn the actor and set the return value from the spawn actor as a variable that’s replicated. This variable I reference later to get the mesh of the actor I want to attach to the player.
- Then I used Get Controlled Pawn for the object to cast to my player’s character.
- Get the player’s mesh from this cast and set that as the parent node for AttachToComponent.
- Get the spawned actor reference and get it’s mesh. Set this as the target node for AttachToComponent.