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RPC never being called?

In the hope that we get some developer feedback, copying this thread from the forums to here too.

Quote from 'Bickers' "Hello, I have been working on a networking a game. I have successfully replicated actors as they now both appear in server and client. However I have now started working on remote function calls, to ensure actions carried out on the client are also carried out on the server. I have been using the Shooter Game Example and Unreal Wikis, and believe I followed them correctly, resulting in the code attached. Currently when I step through the code, it passes the client check but does not execute the ServerFireLaser function, from what I can tell as it never reaches the breakpoint or executes any of the code within said function.

Can anybody explain why it is not working and/or where I am going wrong. Thank you in advance, Bickers. "

alt text

Original Thread: https://forums.unrealengine.com/showthread.php?56840-Remote-Function-Call-Networking

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asked Jan 20 '15 at 12:23 PM in C++ Programming

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TheJamsh
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Hi TheJamsh,

to call a RPC method on the Server the calling client must also be the Owner of the Actor. Check if your Clients controller calls:

 MySatelite.SetOwner(this)

Somewhere in your Controller.

Also see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/RPCs/index.html - Section Requirements and Caveats point 3 and 4.

This one cost me some time a pair of month ago. I hope this will do the job for you.

Greetings

DarthB

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answered Jan 20 '15 at 12:30 PM

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DarthB
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avatar image TheJamsh Jan 28 '15 at 09:10 PM

Thanks DarthB, in our case we needed four pawns to interact with one actor, so the functions are called via the Pawn and replicated to all clients. THanks!

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