Avoid queue_free to replicate on network

Godot Version



I am spawning a projectile on network. But when I destroy it on server, by calling queue_free(), it is automatically destroyed on the clients too.
Is queue_free() calling an rpc internally ?
Is it possible to avoid this behaviour (destroy a projectile on the server but not on the clients) ?

No, it’s the MultiplayerSpawner that watches for nodes being added AND being removed. (If you use it, otherwise idk what it is.)

My only suggestion is, if it’s related to a death animation, you can setup the animation to hide the node for around 300ms or more before queue_free(). Basically a longer deferred free.

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