Issues with proper replication
I'll try my best to ask this question properly, but due to my extreme lack of understanding about C++ based networking in UE4, it might seem convoluted.
I'm creating a networked FPS for my final project in college with another student. We're hitting a roadblock at the basic process of shooting an enemy, and decreasing their health, replicating that value throughout whoever needs to know about it.
The problem is, we (and even some other groups also using UE4 for their final project) can't figure out exactly how we're expected to go from a hit event on the players local computer, to properly propagating that information around. Even with the current documentation and examples, we're at a loss.
Hopefully some benevolent individual can come along and explain, as though we're idiots, what we're do do (in C++) to get this type of behaviour, and maybe explain how and why that is as well.
Thanks so much ahead of time,
asked Sep 19 '14 at 01:04 AM in C++ Programming
I'd take a look at the shooter game example as it does exactly what you need.
However in short the following steps are needed:
The server should be the entry that applies damage and notifies all clients of the damage via replication.
For more specific on what to look at in the shooter game example check out my answer in this post
answered Sep 19 '14 at 01:20 AM
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