Client and Server Using Same Inventory Ammo Pool
I seem to have run into this problem and I am not sure how to proceed. Whenever my client or server reload, they take ammo from a shared pool. For example, if client has 30 to fire and 30 in reserve and Server reloads for 20 ammo, client ammo will reflect and only have 30 to fire and 10 in reserve.
It also works the other way - if the client shoots out all of his ammo and uses all of his reserve ammo, the server is unable to reload (but still has their own ammo in their gun that they have available for firing).
My base character calls the reload function from here:
Then, it goes to the base weapon blueprint-
Now what I find weird about this, is that the client and the server do not share the 'Gun ammo' that is the ammo in eachother's guns, and they do not share the same 'reload time' even though it is in the same blueprint and promoted to a variable as well.
If anyone could help me I would really appreciate it!
asked Apr 20 '19 at 06:15 PM in Blueprint Scripting
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