Currently when a projectile hits the environment we destroy the projectile entity on the server and then spawn a bullet hole entity which gets replicated to client. After https://github.com/HaywireInteractive/OnAllFronts-Public/issues/856 projectiles will run collision checks on client but the server will still spawn the bullet holes. Instead to save on replication bandwidth do the following on both client and server:
[ ] on collision make the projectile have 0 velocity and 0 force in Mass.
[ ] To make the projectile change how it's represented on impact we already have an example of doing this when vehicles are destroyed. See how DA_MassM923Truck in Mass Representation Trait has a static mesh instance desc and a destroyed static mesh instance desc. We can mark the projectile as destroyed when it impacts the same way we do for the truck.
Currently when a projectile hits the environment we destroy the projectile entity on the server and then spawn a bullet hole entity which gets replicated to client. After https://github.com/HaywireInteractive/OnAllFronts-Public/issues/856 projectiles will run collision checks on client but the server will still spawn the bullet holes. Instead to save on replication bandwidth do the following on both client and server: