How to correctly replicate firing a weapon
Hello, I working on a multiplayer shooter using dedicated servers.
Right now, I replicate shooting a weapon (full auto) like that:
Client fires -> Reliable Call On Server -> Server spawns bullet that is set to replicate movement, so everyone sees it
This works fine, except that I am experience a lot of lag/stuttering when shooting weapons with a rate of around 100 rpm, since there are a lot of reliable function calls to the server, but I making them unreliable makes them, well, unreliable and sometimes the weapon doesnt shoot.
What is the best way to replicate full auto shooting? Making an reliable call to server when someone starts firing, and when someone stops firing?
asked May 08 '18 at 09:51 PM in Blueprint Scripting
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