Using FPS Template, the Projectile is replicated from server to client the Clients aren't replicated back

So I am running 2 windows, server and client. I have even set my Projectile to replicate in the default settings and the servers projectiles appears for the client but the clients does not. I don’t really understand why. does anybody have any clues why this is?

I have been told other answers in the past… but going to the ‘Shooter Game Example’ isn’t very helpful advice. 1: because its scripted differently so I don’t really know where to begin. and 2: well… that’s not really helpful… maybe if someone were to provide some form of direction as to what I should be looking for would be handy.

If anyone has seen any tutorials and has any information regarding this, I will be grateful.

Thanks in advance.

Also side note… Once my game has hit basic functionality at early Beta… I will be looking to Pay someone to refine all of my blueprinting making it much more organised and efficient… just saying. so if your interested in helping out in the future… keep an eye out for a future post about it.

Hello Virtuosic Kitty

I too have encountered this problem and are looking for ways to fix it. I will have a look through the content examples, the first person shooter game and resources i find on the internet. I cannot say the search will be lead me to an answer but if i find something useful i will be sure to let you know.

Also if you find anything out about this, can you please let me know as well? This problem has been a brick wall in one of my projects as well.

Thank you

Great News Virtuosic Kitty!

I have figured out how to make the projectiles replicate on both the client and the server. Here are the steps:

First make sure that your projectile has Replicate Movement, Netload on Client and Replicates Ticked

28601-step1.png

After you have done that, go to your Character blueprint, unhook InputAction Fire from it’s tree of events

After that Create a custom event called Fire and hook it up to where InputAction Fire was originally.

Then create a custom event called ServerFire and make it call Fire.

Change ServerFire’s Replicate property to “Run on Server” and tick Reliable.

28605-step5.png

Then go back to your InputAction Fire and hook it up to a “Switch Has Authority” macro.

Hook up Authority to Fire and Remote to ServerFire.

You are done!

Note however that this doesn’t seem to work yet with rapid firing. I would have to look deeper into it to get it to work.

Thanks

Thank you very much, although I just checked when I posted this and it was other a month ago. Glad someone got back to me! :smiley:

although only 4 days ago a friend on steam helped me out with it and I also have rapid fire working. Thanks though your solution as you know works just as well. :slight_smile: