Replicating Boolean on from Client to Server [Blueprint]
I am hoping someone in the UE4 world can help me understand what in the world I am doing wrong. I have an actor blueprint in scene and when I press "t", I want a boolean to turn true on both the client and the server. If I am setting up a scene without a dedicated server I am having trouble.
My problem is if I press "t" in the server window it replicates to the client. If I press "t" on the client side the boolean never changes on either the client or the server. Here is my basic blueprint:
I am sure I am just replication impaired, but if anyone can give me a clue I'll be grateful!
asked Feb 13 '15 at 05:37 PM in Blueprint Scripting
It looks like your talk event is a multicast. Multicast events will only tell all players if the event was called on the server. What I think you want to do in this case is when you press T check if you're already the server and set your Talk variable accordingly if not call a custom event set to RunOnServer and check Reliable if its super gameplay important. When you release T do the same thing but with a StopTalk event.
Here is a cleaner alternative method to achieve the same effect:
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