How can I get a StaticMesh to sync its location to clients?
I am trying to implement multiplayer from a Basic Code template, but I came across a few problems. I have already successfully made multiple spawns with C++ code and player locations are already in-sync. However, the EditorCubes that come default in the First Person Template are not syncing locations to the clients. Here's what happens:
When the host client (hosting the listening server) moves a cube, it doesn't update the position of the cube to the other connected clients. Although the newly moved cube hasn't updated location to the connected clients, they can still collide with the cube and move it (as shown on the host client's screen), but it just looks like they're colliding with nothing.
There is yet no official documentation of how networking works in UE4, so I've been taking random guesses to try to get it to work. Unfortunately, nothing seems to work. Any help would be greatly appreciated.
Make a BP of Static Mesh Actor Class
open the defaults
do a filter for "rep"
check all the replication options so they become active
use only this custom Replicating Static Mesh, for any SMA that should replicate
and you will be good to go
answered Mar 29 '14 at 02:09 AM
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