Calling C++ NetMulticast from Blueprint is bugged
A parameterized NetMulticast function in C++ that is also BlueprintCallable seems to only properly pass the parameter values to one client while the other clients just receive 0 values.
Client 1 is not a listen server. He's just the only client that happened to receive the correct byte. I stepped through UE4 in debug and it would appear that a BlueprintCallable NetMulticast takes a special route instead of the C++ route. This route apparently does not properly package the byte to be sent to all clients after it sends it prepares it for the first client. Upon discovering this, I simply added another BlueprintCallable C++ function that would call my NetMulticast function, and that fixed the issue. All clients then received the correct byte. This is a workaround though, and not a solution.
Thanks for reporting this issue. We're now tracking this bug internally and will look at fixing it in a future release.
answered Nov 07 '14 at 09:21 PM
Ryan Gerleve STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here