Running logic on one client only, instead of on all clients
I have setup the beginnings of a MMO and I'm currently working on the show/hide of a text render in UMG if the user gets near an object. ('press F to talk' or 'press f to cut down tree' for example) This happens in a widget that is spawned when the user logs in.
I have added a Switch has Authority right after the event (which is set to No Replication), but my problem is that this replicates to every client, probably because they are in the same session..
MyCharacter blueprint: What happens ingame:
This is a major problem because I obviously don't want a player miles away from me to get a 'Press F to talk' when I go up to a NPC.
So how do I run logic on just one client instead of on all of them?
Extra information This is a blueprint project, players all join the same session when logging in.
I don't know if you still need help but nevertheless...
My guess is that "switch has authority" has no use in this case. Because this macro only checks if we are a server or not. I think setting the event to "run on owning client" would be a way to tackle this...
answered Jun 24 '15 at 01:06 AM
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