Destroying Foliage Instances In Multiplayer Lag Glitch
I'm working on a multiplayer game and I'm trying to destroy the foliage instance the player is looking at it, so far I have tried these 2 methods: While the first executing the sphere trace on the server & client when destroying, and the second one only executing it on the server (from the event that calls "Remove Foliage Actor") and using that info to remove the instance. Both seem to be very glitchy, first one seems like it works fine in "Play In Editor", but after packaging and trying on an actual dedicated server with players, it seems to randomly not work for the clients (like 50%, just doesn't remove the instance for the clients, for the server it always seems to work).
Please help me figure out how to make it work.
asked Feb 07 '19 at 12:59 PM in Blueprint Scripting
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