What's the difference between these 2 replication methods?
The methods are in the images below. I wanted to know what is the difference between telling the server to multicast the change of the integer value - without the int being set to Replicated, and just telling the server to change an int, which is set to Replicated. -Both are causing the same effect I know this might be a simple question, but understanding basic stuff like this will help me a ton! Thanks!
If the server is calling "Change Int" and the Int is replicated, then the server changes the int and just tells the clients about the changed int.
If the Server is calling "Change Int" and the int is not replicated, the "Execute on All" is called after, then the Server Changes the int value for the server and the "Execute on All" actually tells the Clients to also perform this Event. So the Execute on All is actually having each client execute that same event as the server. This is good for things like, if you have a Non-Dedicated host (a Player in game that is also the server) and that Server-player picks up and equips a piece of gear, he will be executing a "Run on Server" event called something like "Equip Armor" which is in reality just changing a skeletal mesh, depending on your setup. But no one except the Server will see this. So after the Server Runs the "Equip Armor" he will also call the "Execute on All" event of the same event, forcing each Client to execute the command of the Server Equipping the Same piece of armor so it forces the update on all clients.
This is good because when changing Skeletal Meshes on an actor that is already in the world, it only updates to the Owning Player. But forcing each client to make that same change will force the update to everyone and display the proper changes.
Sorry if the explanation is kind of crappy, It's just kind of hard to explain without demonstrating the events. Hope this helps!
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