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What do you want to achieve? Keep it simple and clear!
I’m trying to prevent exploiters from being able to manipulate a model that’s parented to a character and is owned by the player that owns the character. -
What is the issue?
The issue is that currently exploiters are able to manipulate the position of an attachment and it goes serverside. The ability model has it’s network ownership set to the player and I can’t change that because it’s important that the ability stays behind the player smoothly rather than being laggy. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
Continously setting the position of the attachment on server side, as expected didn’t work.
Context:
[Video showcasing the issue: the ability is behind the player in the left window]
The ability models have been entirely client side (model wasn’t on the serverside, each client made it’s own copy) before but it’s a headache to do certain things when it’s this way so I decided to make it so the model is server side. To make it smooth this way I needed to give network ownership to the player who owns the ability and this introduced this issue. There are also some other issues. A perfect solution would be giving the player as little control over the model as possible with this solution.
What I think would work is make it so the server simulates the model by itself and each player simulates it by themselves as well, but I do not know if that’s possible to achieve. (Basically the server network owns the model but each client acts as if it was network owned by them and simulates the physics)
I already prevented removal of anything from the model with connections which kill the player if anything is removed.
I know this is somehow possible because I’m 99% sure other big games based on the same source material have these ability models present on server side and don’t seem to have this issue.