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Lesson 714 of 88010. Networking and ReplicationFree lesson

Targeting Specific Clients with Client RPCs

Master the use of Client RPCs to send private information or UI updates to a specific player's machine.

In this lesson, you will learn how to direct data exclusively to a single player’s machine using Client RPCs to ensure sensitive or UI-specific information remains private.

The Mechanism of Targeted Communication

While Multicast RPCs are perfect for "loud" events that everyone needs to see (like an explosion), Client RPCs are your precision tools for "whispering" to a specific player.

The core requirement for a Client RPC is Ownership. In Unreal Engine, a Client RPC will only successfully execute if the actor calling it is owned by the specific Player Controller you are targeting. Because the server knows which connection owns which APlayerController, calling a Client RPC on an owned actor ensures the message travels specifically down that client's unique network pipe.

Implementation Pattern

Imagine you want to show a private "Level Up" notification on a player's HUD. You don't want to broadcast this to everyone via a Multicast RPC, as that wastes bandwidth and risks exposing data. Instead, you call the RPC on the player's Character or PlayerController class, both of which are owned by the client.

// In your Character header
UFUNCTION(Client, Reliable)
void Client_ShowLevelUpMessage(int32 NewLevel);

// In your implementation
void AMyCharacter::Client_ShowLevelUpMessage_Implementation(int32 NewLevel)
{
    // This code only runs on the specific machine of the player who owns this character
    MyHUD->DisplayLevelUp(NewLevel);
}

Why it Matters

If you call Client_ShowLevelUpMessage from the server, the networking layer automatically looks at the actor’s GetOwner() hierarchy. If it finds a connection associated with that owner, it routes the packet only to that destination. If the actor is not owned by a client (e.g., a generic AActor placed in the level), the Client RPC will simply fail to execute. Always ensure your RPCs are defined within classes that have proper ownership, such as APlayerController, APawn, or ACharacter instances controlled by the player.

Key Takeaway: Client RPCs provide secure, efficient, one-to-one communication by leveraging Actor ownership to route data exclusively to the relevant player’s machine.