When the drone entity is destroyed on server we need the client to destroy both the actor and the entity. The actor has a destruction smoke effect that needs to play if entity is represented by actor.
Issue with current approach (and suggestions to fix) from @archimonde1111:
The way this is fixed is bothering me a little bit because of duplicated event calls over the network, so I have to ask 😅
Have you tried forcing net update after mass events are registered?
And other suggestion, maybe we could move the particle spawning into destruct event, but then we would need a way to differentiate between drone death and change from drone actor into the ISM
@archimonde1111 is this still relevant with the latest changes to make it so drone destruction doesn't destroy the entity but just hides the actor instead? If it's not relevant you can close
When the drone entity is destroyed on server we need the client to destroy both the actor and the entity. The actor has a destruction smoke effect that needs to play if entity is represented by actor.
Issue with current approach (and suggestions to fix) from @archimonde1111: