- Edited
I want the host to handle all the AI processing and pass it to the rest of the players. If I pass a reference to an AI character object to another player's game I assume that this object in the host player's game has no connection to the same/equivalent object in the remote player's game (and I wont be able to tie the AI's generated action data to any of the remote player's characters).
I have an idea of how I would add unique IDs which are synced between players as these objects are created or as players enter the server.
But I am wondering if there's an inbuilt way of doing this like how the MultiplayerSynchronizer node works?