[Closed] Switch has authority to call for remote machines and not for the proprietary client
I'm trying to make an event inside the character be called on the server by the proprietary client but I don't want the event to be seen by me, only by the other players.(Set World Rotation) Help?
The question has been closed Mar 08 '19 at 11:28 PM by TheSubZer0 for the following reason:
The question is answered, right answer was accepted
You can use PlayerState.PlayerID to pass it on server RPC then from server multicast it to clients passing the same PlayerID. Inside the multicast event, check the PlayerID and don't perform if the PlayerID is the same with the receiver's PlayerState.PlayerID.
UPDATE: Here's an example:
Here's what I would do:
Now if you don't want that to happen on the proprietary client, just do what I said above about using PlayerState.PlayerID.
Here's what I did on mine:
To use that on your events, just add the PlayerController input on your TickOnServer event and add the IsCurrentPlayer checks so you can make it run on every clients but not on the proprietary client (the one that passed his PlayerController).
Now that you know how to do it the hard way, here's the magic way of doing it:
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