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Replication Issues

I am trying to add crouch and prone functionality to my character. i have tested if all the functions gets run correctly with logs, but still the bIsCrouching and bIsProning variable i made doesn't seem to replicate. And the DoJump() function also doesn't seem to replicate.

                MyCharacter.cpp
 // © The Survival Games Team
 
 #include "TheSurvivalGames.h"
 #include "MyCharacter.h"
 #include "Engine.h"
 #include "UnrealNetwork.h"
 
 
 // Sets default values
 AMyCharacter::AMyCharacter()
 {
      // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
     PrimaryActorTick.bCanEverTick = true;
 
     bReplicates = true;
     bReplicateMovement = true;
 
 
 
 // Finds all Variables With Replicated Property And Replicates them
 void AMyCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
 {
     Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 
     DOREPLIFETIME(AMyCharacter, bIsCrouchButtonDown);
     DOREPLIFETIME(AMyCharacter, bIsProneButtonDown);
 
 }
 
 // Validation of Replicated Functions
 bool AMyCharacter::ServerStartCrouchMode_Validate()
 {
     return true;
 }
 bool AMyCharacter::ServerStopCrouchMode_Validate()
 {
     return true;
 }
 bool AMyCharacter::ServerStartProneMode_Validate()
 {
     return true;
 }
 bool AMyCharacter::ServerStopProneMode_Validate()
 {
     return true;
 }
 bool AMyCharacter::ServerJump_Validate()
 {
     return true;
 }
 
 // Handles Jumping
 void AMyCharacter::Jump()
 {
         if (CanJump())
         {
 
             if (Role < ROLE_Authority)
             {
                 ServerJump_Implementation();
             }
 
             GetCharacterMovement()->DoJump(true);
             
             
         }
 
 }
 
 void AMyCharacter::ServerJump_Implementation()
 {
     AMyCharacter::MulticastJump();
 }
 
 void AMyCharacter::MulticastJump_Implementation()
 {
     GetCharacterMovement()->DoJump(true);
     GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "Jumped Executed With Multicast");
 }
 
 
 /************ HANDLES CROUCHING **************/
 
 /* Start Crouching */
 void AMyCharacter::StartCrouchMode()
 {
     if (Role < ROLE_Authority)
     {
         ServerStartCrouchMode_Implementation();
     }
     if (bIsProneButtonDown != true )
     {
         setIsCrouching(true);
     }
 }
 
 /* Server RPC For Starting Crouching. Calls The NetMultiCast From The Server */
 void AMyCharacter::ServerStartCrouchMode_Implementation()
 {
     NetMultiCast_StartCrouchMode_Implementation();
 }
 
 /* Show Everyone That I Am Crouching */
 void AMyCharacter::NetMultiCast_StartCrouchMode_Implementation()
 {
     if (bIsProneButtonDown != true)
     {
         setIsCrouching(true);
         GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "StartCrouchMode Executed On Server");
     }
 }
 
 /* Stop Crouching */
 void AMyCharacter::StopCrouchMode()
 {
     if (Role < ROLE_Authority)
         ServerStopCrouchMode_Implementation();
 
     
     setIsCrouching(false);
     
 }
 
 /* Server RPC For Stopping Crouch. Calls The NetMultiCast From The Server*/
 void AMyCharacter::ServerStopCrouchMode_Implementation()
 {
     NetMultiCast_StopCrouchMode_Implementation();
 }
 
 /* Show Everyone That I Am NOT Crouching */
 void AMyCharacter::NetMultiCast_StopCrouchMode_Implementation()
 {
     setIsCrouching(false);
     GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "StopCrouchMode Executed On Server");
 
 }
 
 
 //************ HANDLES PRONING ***************\\
 
 /* Start Proning */
 void AMyCharacter::StartProneMode()
 {
     // Checks if player has server authority //
     if (Role < ROLE_Authority)
         ServerStartProneMode_Implementation();
 
 
     // If Crouch Button Is Down Do Nothing. If Not, Then Prone //
     if (bIsCrouchButtonDown != true)
     {
         // Start Proning
         setIsProning(true);
     
     }
 }
 
 /* Server RPC For Starting Prone. Calls The NetMultiCast From The Server */
 void AMyCharacter::ServerStartProneMode_Implementation()
 {
     NetMultiCast_StartProneMode_Implementation();
 }
 
 /* Show Everyone That I Am Proning */
 void AMyCharacter::NetMultiCast_StartProneMode_Implementation()
 {
     if (bIsCrouchButtonDown != true)
     {
         setIsProning(true);
         GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "StartProneMode Executed On Server");
     }
 }
 
 /* Stop Proning */
 void AMyCharacter::StopProneMode()
 {
     if (Role < ROLE_Authority)
         ServerStopProneMode_Implementation();
 
         setIsProning(false);
 }
 
 /* Server RPC For Stopping Prone. Calls The NetMultiCast From The Server*/
 void AMyCharacter::ServerStopProneMode_Implementation()
 {
     NetMultiCast_StopProneMode_Implementation();
 }
 
 /* Show Everyone That I Am NOT Proning */
 void AMyCharacter::NetMultiCast_StopProneMode_Implementation()
 {
     setIsProning(false);
     GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "StopProneMode Executed On Server");
 
 }
 
 
 /* Sets Crouching To True Or False */
 void AMyCharacter::setIsCrouching(bool boolean)
 {
     bIsCrouchButtonDown = boolean;
 }
  
 /* Sets Proning To True Or False */
 void AMyCharacter::setIsProning(bool boolean)
 {
     bIsProneButtonDown = boolean;
 }


// MyCharacter.h

 // © The Survival Games Team
 
 #pragma once
 
 #include "GameFramework/Character.h"
 #include "Engine.h"
 #include "OnlineSubsystem.h"
 #include "MyCharacter.generated.h"
 
 UCLASS()
 class THESURVIVALGAMES_API AMyCharacter : public ACharacter
 {
     GENERATED_BODY()
 
 public:
     // Sets default values for this character's properties
     AMyCharacter();
     
 
 
 
     // Crouching
     UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "Movement")
         bool bIsCrouchButtonDown;
 
     UPROPERTY(EditDefaultsOnly, Category = "Movement")
         float MaxCrouchSpeed;
 
     UFUNCTION()
         void StartCrouchMode();
 
     UFUNCTION()
         void StopCrouchMode();
 
     UFUNCTION(Server, reliable, WithValidation)
         void ServerStartCrouchMode();
         void ServerStartCrouchMode_Implementation();
         bool ServerStartCrouchMode_Validate();
 
     UFUNCTION(Server, reliable, WithValidation)
         void ServerStopCrouchMode();
         void ServerStopCrouchMode_Implementation();
         bool ServerStopCrouchMode_Validate();
 
         UFUNCTION(NetMulticast, unreliable)
         void NetMultiCast_StartCrouchMode();
         void NetMultiCast_StartCrouchMode_Implementation();
 
         UFUNCTION(NetMulticast, unreliable)
         void NetMultiCast_StopCrouchMode();
         void NetMultiCast_StopCrouchMode_Implementation();
 
     UFUNCTION( Category = "Movement")
         void setIsCrouching(bool b);
 
     // Proning
     UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "Movement")
         bool bIsProneButtonDown;
 
     UPROPERTY(EditDefaultsOnly, Category = "Movement")
         float MaxProneSpeed;
 
     UFUNCTION()
         void StartProneMode();
 
     UFUNCTION()
         void StopProneMode();
 
     UFUNCTION(Server, reliable, WithValidation)
         void ServerStartProneMode();
         void ServerStartProneMode_Implementation();
         bool ServerStartProneMode_Validate();
 
     UFUNCTION(Server, reliable, WithValidation)
         void ServerStopProneMode();
         void ServerStopProneMode_Implementation();
         bool ServerStopProneMode_Validate();
 
         UFUNCTION(NetMulticast, unreliable)
         void NetMultiCast_StartProneMode();
         void NetMultiCast_StartProneMode_Implementation();
 
         UFUNCTION(NetMulticast, unreliable)
         void NetMultiCast_StopProneMode();
         void NetMultiCast_StopProneMode_Implementation();
 
 
         UFUNCTION(Category = "Movement")
         void setIsProning(bool b);
 
     // Jumping
     UFUNCTION()
     virtual void Jump();
     UFUNCTION(Server, reliable, WithValidation)
     virtual void ServerJump();
     virtual void ServerJump_Implementation();
     bool ServerJump_Validate();
     UFUNCTION(NetMulticast, reliable)
     virtual void MulticastJump();
     virtual void MulticastJump_Implementation();    
 };
 






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asked Apr 18 '15 at 12:24 AM in C++ Programming

avatar image

CrazyToby
3 1 3 6

avatar image CrazyToby Apr 20 '15 at 04:38 AM

Can anyone help me?

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