Quick answer: Replace rset_id(...) with a MultiplayerSynchronizer watching the property.

Old Godot 3.x code uses rset to push state. Project upgraded to 4.x. Compile error or no-op.

The Fix

SceneTree:
  Player
    MultiplayerSynchronizer
      Replication tab:
        + "Player:health" (Sync = On Change)
        + "Player:ammo"   (Sync = Always)

# Just write to the property; synchronizer replicates
health -= 10

Property write triggers replication automatically. Cleaner than rset and survives version upgrades.

Verifying

Server changes player.health; clients see update. Without synchronizer: only local change.

“Sync property. Just write.”

Related Issues

For multiplayer sync, see sync property. For RPC silent, see RPC silent.

Synchronizer replaces rset.