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Knowledge base
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.