Adding a Widget on a Listen server shows on all clients.
So I have been trying to figure out this bug for a week or so now and I have finally narrowed it down to this one odd case.
When you add a widget on a listen server (Where one client is playing as a listen server and everyone is connected to him) the widget appears on all the other clients also. This generally ends up in all the other clients but the listen server client having 2 of the same widget up.
In the screenshot below if you remove the Is Server check you will see that the listen server will get 1 creation of the widget but all other connected clients will get 2 creations of the widget. 1 of the listen servers and 1 for there own client ending up in 2 widgets being created.
Is there any way to stop this from happening? I would like the listen server to get the widget also but I do not want it duplicated 2 times on all the other clients because of it.
This is all done within the HUD Blueprint.
asked Nov 10 '14 at 10:24 AM in Blueprint Scripting
If you are disabling Use Single Process to test your game, you may run into problems. Use Single Process was added so all clients and server would run in the same process as the editor, and just spawn multiple viewports to represent these new instances of the game. All of these instances are running in the same process, and sharing the same memory, which is much faster. Otherwise, it can take a long time to spawn all those processes and take up a lot more memory, which might be causing the communication issues you're seeing now.
The ability to turn this off is just to debug issues when things are broken. If you're looking to test in a more "real world" setting, use Launch game or actually package the game first.
If this issue still occurs with Use Single Process enabled, please reopen this thread. Hope that helps!
answered Nov 24 '14 at 10:16 PM
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