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1. Server에서 Actor을 생성한 Location을 지정해준다
UFUNCTION(Server, Reliable)
void SpawnEnemy();
void SpawnEnemy_Implementation();
void AEnemyManager::SpawnEnemy_Implementation()
{
int spawnIndex = FMath::RandRange(0, spawnPoints.Num() - 1);
FVector tempPos = spawnPoints[spawnIndex]->GetActorLocation();
tempPos.Z += 150;
CreateEnemy(tempPos);
}
2. Multicast로 Client로 Location을 보내고 Client에서 Actor 생성
UFUNCTION(NetMulticast, Reliable)
void CreateEnemy(FVector location);
void CreateEnemy_Implementation(FVector location);
void AEnemyManager::CreateEnemy_Implementation(FVector location)
{
AEnemy* enemy = Cast<AEnemy>(GetWorld()->
SpawnActor<AActor>(enemyFactory, location, FRotator(0, 0, 0)));
}
아래 영상을 보면 블루프린트로 설명하기에 쉽게 이해가 가능
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