Using Remote Procedure Calls
In the previous chapter, we covered some critical multiplayer concepts, including the server-client architecture, connections and ownership, roles, and variable replication. We also learned how to make 2D Blend Spaces and use the Transform (Modify) Bone
node to modify bones at runtime. We used that knowledge to create a basic first-person shooter character that walks, jumps, and looks around.
In this chapter, we’re going to cover remote procedure calls (RPCs), which is another important multiplayer concept that allows the server to execute functions on the clients and vice versa. So far, we’ve learned about variable replication as a form of communication between the server and the clients. However, to have proper communication, this isn’t enough. This is because the server may need to execute specific logic on the clients that doesn’t involve updating the value of a variable. The client also needs a way to tell its intentions...