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Server replicating to clients but not vice-versa?

I have just started trying to network in UE4, and have hit an issue. So I have made it so that the components I want are replicated on the pawns with the set replicate node (why isn't it just a setting?!) and when my server changes these components status' the clients can see it, but the server (nor other clients) can see it when a client changes the components?

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asked Apr 06 '15 at 11:49 AM in Blueprint Scripting

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Oscar Cooke-Abbott
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avatar image ganeshpingale Apr 07 '15 at 05:21 AM

try using RunOnServer event when you changing the weapons.

avatar image Oscar Cooke-Abbott Apr 07 '15 at 06:41 AM

I am sorry but I forgot to mention I am using blueprints and I cannot find that node?

avatar image MuhammadMadi Apr 07 '15 at 11:16 AM

make a custom event then make it RunOnServer

avatar image Oscar Cooke-Abbott Apr 07 '15 at 11:28 AM

Thank both of you, it worked! Could one of you please post the answer as an answer so I can accept it?

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