Blueprint Components & Replication
If, instead of setting the variable and letting it replicate, a multicast event with one var as param is called, which is then used to set the variable on all clients, everything works correctly.
Update: here a simplified setup in the screenshot for the server and the multicast function (multicast set to reliable since it wont do otherwise).
When i call Server_Execute from my PlayerController i then get the following Output: Server: true Client1: false Client2: false
I was able to reproduce this issue with the project provided. I have written up a report (UE-10013) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your information and time.
Make it a great day
answered Feb 18 '15 at 02:18 PM
Rudy Q ♦♦ STAFF
The issue is, that ActorComponent::GetLifetimeReplicatedProps does not include the variables generated in the blueprint. A workaround is to subclass ActorComponent with a component (NetworkActorComponent) that does include those variables. You can then reparent your class to the new component.
I only made a small test, so I don't know if this works for you, but I hope it helps.
answered Apr 12 '15 at 08:22 PM
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