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RepNotify callback not run on server in blueprints despite assertion from team that it is supposed to.

Steps to reproduce:

  1. Create replicated variable set to RepNotify

  2. Create function on the repNotify callback that prints a string or something

  3. Add breakpoint to node you just made

  4. Set debug filter to "Listen Server" from "All Worlds"

  5. Observe that breakpoint never breaks when variable is changed via method of your choice

  6. Set debug filter to "client_1" from "Listen Server"

  7. Observe that breakpoint is now hit

My understanding is that this is the expected behavior in C++ projects, however this is supposed to not be the case for BP projects.

Product Version: Not Selected
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asked Dec 12 '14 at 10:29 PM in Bug Reports

avatar image

zellyman
31 1 2 4

avatar image SyedAman Aug 15 '18 at 12:58 AM

I think I'm getting this issue.

In Game State, I have an event called "Battleship Destroyed" which is confirmed executing on the server by prints and "switch has authority."

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I have Gamemode listening for the repnotified variable. No callback on server :(

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bug1.png (73.4 kB)
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3 answers: sort voted first

Hi zellyman,

Thanks for the report! I was able to reproduce this in 4.6.1, but it appears that it has already been fixed internally and should behave as expected in 4.7. Thanks!

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answered Dec 16 '14 at 09:32 PM

avatar image vipeout Jun 30 '15 at 10:18 AM

It does not work when passing the variable by reference to a macro and using Assign or Set value (by ref) nodes. The value is changed, the client gets the notify, the server does not. Version 4.7.5

avatar image Ben Halliday STAFF Jun 30 '15 at 07:33 PM

Hi vipeout,

I haven't been able to reproduce this issue in 4.7. Can you set up a test project and attach it here? Use a new blank project without the starter content and it should be small enough. Thanks!

avatar image vipeout Jul 01 '15 at 08:18 AM

I reproduced the exact same issue on a fresh 4.7.6 project without starter content. I'm downloading 4.8.1 right now to verify whether it works there or not.

RepNotify is not called on the host in the project attached below. All you have to do is to launch it as a single player, no need to form connections or anything else. The map you launch firstly sets the variable gently and the prints prove it works well, then it proceeds to set the variable through a macro and it fails although the value is changed.

You can also check whether it works with a function instead of macro or with 'Assign' node instead of 'Set val (by ref)'. For me it's broken in all those cases.

From the code it looks like at the first way of setting variable, there is simply added a virtual box in the blueprint to directly call repnotify for that variable, which is not happening in the second case, simply because the repnotify is not defined inside the macro but the level above (blueprint calling the macro) and it cannot find it thus it doesn't call it.

I did find a workaround, I simply output the variable from the macro and use regular set outside of it, which is what you can do, the macro is already prepared for that. When you add the Set behind the macro the second way also works, although it's quite problematic solution - expect everyone to remember to put set behind your macro so it works.

Thank you for the quick reply.

UPDATE: 4.8.1 also fails to call RepNotify on host. Migrated the project to new version, ran it, the same problem.

myproject.zip (1.2 MB)
avatar image Ben Halliday STAFF Jul 01 '15 at 09:49 PM

Thanks for the test project! I see what you were saying now, and I can reproduce the behavior here. I have entered a bug report for the issue (UE-18081) and I'll let you know when I see an update on it. Thanks again!

avatar image ErebusWolf May 01 '16 at 08:05 AM

What is the status of this bug?

avatar image ErebusWolf May 01 '16 at 09:08 AM

Nvm My problem was that I was modifying a actor and not a character I had ownership of. The issue was that if I locally modify a variable with repnotify selected, it will call the local repnotify function but the server will never acknowledge my modification of the variable so the repnotify on server and other clients will not be called.

Make sure you have ownership of your objects before you modify them.

avatar image Quis Sep 21 '15 at 10:22 PM

Bug still exists in 4.9.1 Using the simple ++/-- operation in blueprints on a replicated variable wont call the notify event on the listen server - but on the client!

avatar image Genova Sep 20 '16 at 02:26 AM

On 4.10, i confirm the ++ is NOT firing the RepNotify

avatar image Sean L ♦♦ STAFF Sep 20 '16 at 01:16 PM

Hey Genova,

You can check the status of the issue here: https://issues.unrealengine.com/issue/UE-18081

avatar image Drommedar Oct 14 '17 at 03:46 PM

It's a shame this bug still isn't fixed. I run into the same issue and now have to create a whole workaround just because of it.

avatar image David M Mar 28 '18 at 10:36 PM

Come on, guys, let's get this fixed. This is still broken in 4.18.3 I believe. I have a very helpful little mini-macro I'd like to write, but I need to be able to set w/ notify on a variable passed by reference.

avatar image David M Mar 28 '18 at 10:37 PM

Incidentally, there was previously a bug on my project due to this problem, too. It took quite a while to figure out that the increment wasn't working as expected.

avatar image EvoPulseGaming Apr 19 '18 at 02:38 AM
  • its still a thing. 4.18

avatar image Zoin Jun 13 '18 at 09:34 AM

Still a thing in 19.2 - Ive spent way too many hours trying to track an inventory bug down due to this >_<...

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Confirmed working without using "incrementint" node. Something is wrong with the increment node; if I use the increment node, only the client receives OnRepNotify callback for some reason.

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answered Aug 15 '18 at 01:05 AM

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SyedAman
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