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Server not processing moves

Hi,

I'm modifying the First Person Shooter template (c++) to do multiplayer logic. Inside the editor, with multiple clients and the option start dedicated server checked, everything seems to work so far:

Shooting works, Balls are created and replicated on all clients Movement works For those blocks where replication has been enabled, replication works.

Now to the tricky thing: I started a "dedicated server" manually using the ?listen -server -log flags and then manually connected to them. Connecting works - shooting works but movement is not replicated.

After moving around a little, the following appears in my log window:

[2015.01.14-01.14.41:804][574]LogNetPlayerMovement:Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)

This message keeps repeating at a rate of about 1 every 1 to 2 seconds. I don't actually time out and, while I don't know how exactly to check the ping, shooting works fine and within a few milliseconds (I know this because two balls are spawned: one in my clients presumed location and one on the servers original location before I moved around.

The way I have it setup right now in the code is (This is not how it'll eventually be ofcourse, but while trying to get this proof of concept to work it was a quick fix):

 void AarenaCharacter::MoveForward(float Value)
 {
     if (Role < ROLE_Authority)
     {
         ServerMoveForward(Value);
     }
 
     if (Value != 0.0f)
     {
         // add movement in that direction
         AddMovementInput(GetActorForwardVector(), Value);
     }
 }
 
 bool AarenaCharacter::ServerMoveForward_Validate(float Value)
 {
     return true;
 }
 
 void AarenaCharacter::ServerMoveForward_Implementation(float Value)
 {
     MoveForward(Value);
 }


and similar setup for MoveRight, TurnAtRate etc.

So far I've been unable to debug this. Any idea's would be greatly appreciated.

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asked Jan 14 '15 at 01:19 AM in Using UE4

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Dratone
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1 answer: sort voted first

You no need to call AddMovementInput for both client and server, CharacterMovementComponent already replicate move from client to server if you call from client.

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answered Jan 14 '15 at 01:39 AM

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Duncan Dam
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