Client to server replication in blueprints.
I've been banging my head against this problem for a few hours--trying to get the client to affect change on the server in multiplayer. My biggest issue stems from being unable to call RPC functions on an actor (client telling server to run a function) because the client does not own the actor. I've seen this problem discussed a lot on this site, but have not found a single solution to the issue.
In short, does anyone know how I can have a client call an RPC function for the server on an actor it doesn't own?
asked Feb 28 '15 at 02:33 AM in Blueprint Scripting
Client can only call RPCs on actors it owns. It is a security measure, preventing clients from commanding other clients' actors. Initially, client only owns its PlayerController. You can then establish (on server) ownership chains like:
A pawn owns its weapon, PlayerController owns pawn. Thus, PlayerController will own a weapon and will be able to call Weapon::Fire().
answered Feb 28 '15 at 05:55 AM
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