Replication - Server sees all, client sees none.
Hello again, me again with yet another replication issue.
I'll lay out the basics of what I'm trying to do, show some screenshots of what I've got and explain what's not working.
I'm doing some basic prototyping with some box assets that are able to move around, look up and down (The normal stuff) and also fire a laser.
Everything so far, works locally AND it also replicates to the server perfectly too. However, when I perform a look up and fire action on client 1, client 2 doesn't see it but the server does. Basically meaning the person hosting the local server can see everything as intended, but the clients do not.
Issue 1: Arm pitch rotation replication Here is the function I'm calling to replicate to server
Here is the main event flow to call it.
Now this value replicates to server perfectly, just not to the other clients. Not quite sure how to replicate that event to other clients for each player that connects.
Issue 2: Laser Fire Replication (This is more than likely the same issue)
Function Part 1 Function Part 2 Mouse Click Event Function Call
I tried getting a screen shot, but my laser goes pew too quickly to catch :p
Same as arm rotation, functions on client making the action and replicates on the server, other clients unable to see.
I know this is a big ask so any help is a big help!
Also, some uploaded images, some imgur as I kept getting No File Exists error when trying to upload more.
asked Oct 29 '14 at 05:18 PM in Blueprint Scripting
This could help you: https://www.unrealengine.com/blog/blueprint-networking-tutorials
I think that part you're missing is multicast event.
answered Oct 29 '14 at 07:37 PM
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