Hi !
All you have to do is "build string" with all the data you want to send (player name, damage,...). Use a separator like "/".
Then call an RPC with the data string.
After the Get Event info, if the string contains multiple data, make sure to use "String split" action with the same separator ("/") and array get action for each string data (index 1, 2 ,3... depending of how many data you're sending. Let's say you have 2 data, you should use array get two times, the 1st array get index 0, 2nd array get index 1...).
I still am not able to get it. I dont full understand RPC events also.
In theory, the process should be straight forward for how I have my combat setup.
1. Press the attack button, do a sphere cast in a small radius around the player and store every player that is inside the spherecast in an Array. Send an event to all players inside the cast and have them create a "Damage Module" that will be parented to them.
2. Play the attack and have a trigger event on the weapon. Any enemy hit will have an event sent to their spawned "Damage Module".
3. "Damage Module" will get the sender and get the info for the attack from the weapon. Info like Hit animation/Hit distance/Damage/ect. The info will be used then the object is destroyed to prevent constant use.
I cycle through the items in the array and send an RPC event to each of them to spawn a "Hit Module". - This works fine.
I get the collider for the player hit and then send an RPC event to the "Hit Module" attached to it. I perform a check to see if the target hit is the same as the target I am sending the event too since I am sending the event to ALL players.
The issue comes up when I try to send an event to the player I hit on my side of the network but what I am hitting is a clone of the player so it gets the clone name so when the global event attempts to check the string name, it fails because the clone and the real player share different names.
TLDR: I need to figure out how to detect the ACTUAL player that is getting hit and use the clone of that player as a proxy to get to the ACTUAL player's Damage FSM so I can send the event and the Game Object Compare can pass.
If I cannot use game objects to make the comparison then what can I use that both the CLONE Player and the REAL Player can share that is unique only to them?