As mentioned in an earlier question, structural changes to ghosts are not replicated to clients. Should I be using RPCs from server to client to trigger relevant structural change systems?
It’s best practice to entirely avoid structural changes of Ghosts. Prefer to make the components IEnableableComponents
, and toggle those, to get the same kind of behaviour.
RPCs should not be used for this kind of gameplay logic, because:
- They cannot be predicted.
- They do not replicate state to new clients (e.g. Using an RPC to open a chest will not be replicated to any new joiners).
- They do not work with ghost subsystems (like importance and relevancy).
1 Like