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Unwanted Replication

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?

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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.

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asked Feb 17 '15 at 02:21 AM in Blueprint Scripting

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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.

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answered Feb 23 '15 at 10:34 PM

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avatar image MADHOUSE Aug 30 '15 at 02:24 PM

How does this work with a listen server where one player also is the server? Trying to figure out how to run part of the characters blueprint locally on a player without needing an RPC

avatar image Neros_ Sep 05 '15 at 03:34 PM

You may need to check "Has Authority" to make sure only the server executes the command.

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