I have a blueprint that is replicated, a player controller and two pawn(To keep player data) my game is a turn base puzzle RPG.
My problem is that in my main blueprint I can't manage to call event on the server (it only calls from server to server) but from the server I can call multicast events. I have done my research and found stuff that says the client needs to own the object in order to call a RPC. I can call server event on player controller but when I want to call the grid function from the server nothing happens unless I am on the server.
My grid events and replication options:
My player controller events and replication options:
The output when called on client and when called on server:
Here's the problem.
Replicated objects are managed by the server, not by the client, Grid is not a replicated variable, so it is locally referenced. The server has access to it's own Grid, but when the client makes the call for the server, it will look at the replicated object and see that Grid is none (because it only exists on the local client).
Billy Bramer made an amazing tutorial for networking in blueprints, it greatly explains how UE4 handles RPC.
Hope it helps :)
answered Mar 26 '15 at 08:50 PM
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