I have a couple of functions, one I want to replicate across all clients and one I don't want to replicate at all.
The one I want to replicate (transform into a cube) I have setup a custom event with "run on server" in blueprints and its working fine.
The one I don't want to replicate (display text above other cubes while in cube form) is replicating by itself with no instructions to do so.
Why is this happening?
Edit: Unreal 4.7.0 Preview 7
Edit: Here's some screen caps of blueprint functions
Players replicated transform into a cube - http://i.imgur.com/OX5gBwU.png
Player detecting data cubes and telling them to show a message - http://i.imgur.com/3Rtznz9.png
The data cube displaying a message - http://i.imgur.com/yqHoANA.png
Edit: Seems the server was calling [Update Detect Signal] even when it had no control over a pawn.
I fixed it by specifically telling the server not to run that function. - http://i.imgur.com/KcCvNzM.png
However clients are still all seeing the text popup when only the client who triggers the data cubes should be seeing it.
Thanks Daekesh! (via freenode.net#unrealengine)
"Get Player Controller" index 0 means its the local player, so if you check for index 0 you can run code on a single player.
answered Feb 23 '15 at 10:34 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here