Is it impossible to Destroy Non-replicated, Placed Actors on a Client Computer?
Pretty simple question: I've got a bunch of non-replicated turtle critters placed throughout the map in my multiplayer game (a few hundred). I want to delete them after a certain event (a huge explosion) but it seems impossible.
To be clear:
Is there nothing that can be done? Non-replicated Actors placed in maps seem to be completely impossible to delete on a client computer.
On a side note, I feel like this used to be possible in earlier versions of Unreal. Was this feature just removed recently?
asked Jul 27 '18 at 12:58 AM in Blueprint Scripting
I think you need to call "Tear Off" on server on those actors, this will complitly cut off actor from replication.
After that you just need to send function call to client using some different actor and make raise some event that will delete actors or even better use some already existing event that raises when you need it.
answered Aug 15 '18 at 07:51 PM
If the actors are not replicated then they will not be able to refer to each other across the network. But you can do things to FIND them after a multicast for example.
In the case of a large explosion you can check if they're overlapping a spherical collision volume, or if they're within a certain radius distance.
For specific objects you can use object names or Tags to find them and then perform the action on them.
I bet there is a better way but those are two work arounds I have thought of.
answered Jan 02 '19 at 03:50 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here