Hello,
So, with what I’m currently having an issue is hit validation on server. So let me explain how it works first:
Client. Hitscan (aka FastCast Redux) simulates bullet fly. Bullet loosing it’s speed and fall after some time. || If hitted character - sending an event with registration data (weapon itself, what hitted, where fired the weapon, hit position, hit normal).
Server. Received the registration data, checking if weapon is nil. || If everything is alright, Server trying to simulate hit with raycast; from the start (where weapon fired) to the end (to the hitted limb). If everything is alright - continue, else stop.
During the playtest with my friends, we noticed that sometimes bullets don’t registrate damage, but the blood spills were appearing - the sign that Hitscan actually did hit, so the problem is on the end.
But I can’t understand one: how does it not registrates, if bullet shall trail nearly 300-500 studs (for CQC map it’s an impossible number), to actually start fall. So basically, something wrong with the raycast check on the server.
The Main Question
How to actually make normal, at least rarely false-positive raycast hit checker?
if you are doing blood spills on client, then my guess is it depends on client raycast, and by the time the server is reraycasting, the hitter has already moved from servers perspective
it can, but that puts more pressure on server if ur also raycasting on server, since current character replication is at 1/20 client > server > all clients, you could up the replication rate with custom character replication