C++ Server side code doesn't work

I have a bit of a weird “Bug” , First of all i’m using this code

CPP

Header

25331-header.png

Ok so when i use this code it all works fine on the client but using the dedicated server in the editor it doesn’t replicate from client 1 to client 2 and when i packaged the project and played the standalone version it only replicated to the server and not other clients. Have i missed something out?

Here, try this. Just be sure to edit it to work for you. :slight_smile:

// .h file

UFUNCTION(reliable, Server, WithValidation) // Called on the client executed on the server
	void ClientRPCCFunction(const FString & S_String);

	UFUNCTION(reliable, NetMulticast) // Called on the server executed to all the clients
		void ClientFunc(const FString & C_String);

	UPROPERTY(Replicated)
		FString test;


// .cpp file
void <YourClass>::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	// Replicate to everyone
	DOREPLIFETIME(<YourClass>, test);

}

bool <YourClass>::ClientRPCCFunction_Validate(const FString & S_String)
{
	return true;
}

void <YourClass>::ClientRPCCFunction_Implementation(const FString & S_String)
{
	TextRender->SetText(FString(S_String)); 
	ClientFunc(S_String); // Updates the Client
}

void <YourClass>::ClientFunc_Implementation(const FString & C_String)  // Called on the Server sent to all Clients
{
	test = FString(C_String);
	TextRender->SetText(FString(test));
}


void <YourClass>::Jump()
{

	ACharacter::Jump();

	ClientRPCCFunction("HereIsTheName"); // Called on Client Sent to Server

}

Thank you so much, that worked perfect!