In multiplayer gaming modewhen an enemy was killed,loot will drop to the scene。
1)handle the msg from masterClient with EvaluateRandomResultTable ,return the item info to masterClient,
at this time, not directly use GrantItemsToUser to give rewards,
2)masterClient recive the droped item info and broadcast it to other clients,
3)when an other clients send the collect item msg to server,how can i check the it is cheat msg or not。
I have no idea how to store the item data,In this case, shoud i use the PlayerInventory Api?
I hope I have explained the problem clearly, thank you for your answer.
,In multiplayer gaming mode when an enemy was killed,loot will drop to the scene。
1)handle the msg from masterClient with EvaluateRandomResultTable ,return the item info to masterClient,
at this time, not directly use GrantItemsToUser to give rewards,
2)masterClient recive the droped item info and broadcast it to other clients,
3)when an other clients send the collect item msg to server,how can i check the it is cheat msg or not。
I have no idea how to store the item data,In this case, shoud i use the PlayerInventory Api?
I hope I have explained the problem clearly, thank you for your answer.