Buggie wrote: ↑Wed Apr 14, 2021 12:10 am
No. Mutate call called only on server so you need use replication for send it back.
Who said that you cannot spawn a temporary Info actor owned by "Sender" delegated to do some blabbering in client and even to adjust whatever stuff ?
Not only in ModifyPlayer you can assign an inventory or whatever actor having simulated functions and replication declared - THINK OUT of box, boys
.
Other example
You can even load a weapon using mutate command without trashing game with weaponry all over the place - HealGun idea by example is a typical use of a feature which can be heavily abused as long as nobody cares about doing a check before adding X tons of weapons in spot.
I think if you pick up spawned weapon you can see a pickup message - as client. Why would not have a log as well in certain state/situation ? More or less Hard-Coded. Hard-coded stuff natively replicated won't even need any replication block declared - once again, see hooligan mutator who vandalizes doors in CTF-Niven. All need it's a code working authoritative when actor spawned has a native copy in client and aiming client-side.
A message also can be directly sent on Sender's screen too and this won't need anything - messages being replicated by UT ( and is it readable in console later or not ? ).