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PatternGold tierNetworking

Multiplayer: Server RPC for damage, Multicast RPC for effects

Updated 3mo ago
UE 5.3UE 5.4UE 5.5UE 5.6UE 5.7#multiplayer#rpc#server#multicast#damage#effect#network

Reference

Pattern for shooting in multiplayer:

ON CLIENT: InputAction Shoot → ServerRPC_Shoot (Custom Event, Run On Server, Reliable).

ServerRPC_Shoot (runs on SERVER): LineTraceByChannel → Branch(hit) → ApplyDamage → MulticastRPC_PlayEffect(ImpactPoint).

MulticastRPC_PlayEffect (Custom Event, Multicast, Unreliable): SpawnNiagaraSystemAtLocation(NS_BulletImpact, ImpactPoint).

Key rules: - Server RPC: Custom Event → Replicates='Run On Server', Reliable=true. - Multicast: Custom Event → Replicates='Multicast', Reliable=false (VFX can be dropped). - Client RPC: Custom Event → Replicates='Run On Owning Client'. - Never directly modify replicated vars on clients — always go through Server RPC.