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