So it seems that the server doesn’t want to replicate variables to the clients.
What am I doing wrong?
The component is replicating
So is the Variable
[And here is a link to the project download][3] its ~ 3 megs (wow)
The thing that is not replicating is the “Component_ShieldAndHealthDamage”
Actually alot of things are not replicating but I think the problem the same across the classes and I just need to do the right thing on all of them
It doesn’t seem to matter weather it is dedicated or not YT Example
I tried to upload the Project with the attachments thing but the file type isnt allowed
I have changed it to a .7z I hope that is ok and I have set the google drive link to allow edits, maybe that will help
I’ve tried to download the file several times but Google Drive and I hates each others, BTW Have you tried to not run the game on dedicated server? Sometime it give that kind of errors. If it not solve the problem update a .zip file with the project and I see what can I do.
I want the server to replicate the current state of the variable to all clients.
What actually happens is that the variable changes on the server and does not replicate to all clients.
Drop this component onto an actor in the world to see
The clients will stay false but the server will switch between false and true
After 1.5h of experiments I realized is the ducking component. The same code inside on a normal actor works fine. Or at least, I’ve tried only after some edits. BTW I suppose your blueprint is fine, there are some problems with components.
I was having the same problem with BP components not replicating internal variables, specifically array structures. I then decided to re implement the BP component in C++. The C++ implementation works as intended and dose replicate correctly. I don’t know the reasons for this, but just figured that someone out there would like to know a work around until it is fixed.