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Ragdolling in Multiplayer

Hello there guys,

I'm having some troubles with ragdolling in a multiplayer session.

When I apply the following code in my gamemode cpp, only the server session ragdolls the players who should be ragdolled, the client doesn't seem to apply the code.

 for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
     {
         APlayerController* PlayerController = *Iterator;
         if (PlayerController)
         {
 
             ASurvivalCharacter * pPlayer = Cast<ASurvivalCharacter>(PlayerController->GetPawn());
 
             if (pPlayer && !pPlayer->IsPendingKill())
             {
                 
                 pPlayer->GetMesh()->SetAllBodiesSimulatePhysics(true); // doesn't apply on client
                 pPlayer->GetMesh()->SetSimulatePhysics(true); // doesn't apply on client
                 pPlayer->GetMesh()->WakeAllRigidBodies(); // doesn't apply on client
                 PlayerController->UnPossess(); // Is applied
             }
             
         }
     }

Is there something I'm missing?

Do I need to replicate the functions I've called?

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asked Mar 01 '15 at 04:11 AM in C++ Programming

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Bude132
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I can't quite remember, but I believe that the game mode object only lives on the server. So that means you'll need to create a member function on your ASurvivalCharacter that get's called on the server but executed on the client. You do that by declaring a function as an RPC with the Client keyword.

 // Inside ASurvivalCharacter class declaration
 UFUNCTION(Client)
 void DoTheRagDoll();
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answered Mar 01 '15 at 06:29 AM

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Zaucy
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