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Call Server function from Client on attached Actor

Hello and Thank You.

I have an class Backpack.h

 public:
     UFUNCTION(Reliable, Server, WithValidation)
     void AddItem(AItem* item);
     virtual void AddItem_Implementation(AItem* item);
     virtual bool AddItem_Validate(AItem* item);

Backpack.cpp

 void ABackpack::AddItem_Implementation(AItem *item)
 {
     UE_LOG(YourLog, Warning, TEXT("[AddItem]server item %s"), *item->Name);
 }

Attach Backpack to Character

 void ANetworkTestCharacter::EquipOnSlot_Implementation(AItem* bp, FName slot)
 {
     LocalEquipOnSlot(bp, slot);
     if(Role == ROLE_Authority) {
         UE_LOG(YourLog, Warning, TEXT("[EquipOnSlot]Slot is %s"), *slot.ToString());
         EquipOnSlot_RPC(bp, slot);
     }
 }
 
 void ANetworkTestCharacter::LocalEquipOnSlot(AItem* item, FName slot) {
     UE_LOG(YourLog, Warning, TEXT("[LocalEquipOnSlot]Slot is %s"), *slot.ToString());
     ABackpack* bp = Cast<ABackpack>(item);
     if (bp != NULL) {
         USkeletalMeshComponent* sm = bp->FindComponentByClass<USkeletalMeshComponent>();
         if(sm != NULL) {
             sm->SetSimulatePhysics(false);
             sm->SetCollisionEnabled(ECollisionEnabled::NoCollision);
         }
         bp->AttachRootComponentTo(GetMesh(), slot, EAttachLocation::SnapToTarget);
         bp->SetOwner(this);
         equiped.Add(Cast<IEquipable>(item));
     }
 }

Problem part:

 ABackpack* backpack = Cast<ABackpack>(*Itr);
  if(backpack != NULL) {
      backpack->AddItem(item); // Doesn't call on Server
  }
Product Version: Not Selected
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asked Apr 24 '15 at 12:37 PM in C++ Programming

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Ignefolio
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