Network ownership for bullets

Issue is, network ownership is used for like bullets. the one who created the bullets will get the network ownership, but if no one owns the bullets, who do you set it to? do you just let the server handle it? (example like an npc that no one owns, you cant set the network ownership to anyone because no one owns the npc)

This should answer your question:

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Just call bullet:SetNetworkOwnershipAuto() and then the network owner will change dynamically according to which player is the nearest. If nobody is near, the network ship is set to the server.

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