I have a character. I need access to its last movement input vector on the server. I am adding to the input vector using the “Add Movement Input” blueprint call.
I can get this vector on the client side, but I cannot get it on the server. I read that both client and server do a simulation and the client makes corrections based on the server’s state.
Somehow this movement input vector is being sent to the server from the client. I want access to it on the server without having to resend it from the client on every frame which would cause unnecessary network traffic. Is this possible through blueprint calls?