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Replicating to everyone but owner

So you have, run on server, multicast and run on owning client. How would you replicate to everyone apart from the owning client?

I am setting transforms of physics objects from the client to the server and I am trying to get them updating on all the other clients without setting for 'self'.

(The result is all objects are suspended in space, flickering as they have no authority to move). I have tried setting authority to remote in various places but have had no luck.

Would appreciate anyone shining light on the issue.

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asked May 09 '15 at 01:53 AM in Blueprint Scripting

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Hello, I know this question is about a year old, but I found it while searching for the same answer and I would have loved to found a answer here :)

So I just added an is localcontroller node on the multicast, to verifiy that We are not upating the client who asked to be replicated on the first place. (Will be moving this to c++ very soon)

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answered Mar 28 '16 at 09:25 AM

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avatar image iRYO400 Apr 12 '16 at 02:59 AM

Why I didn't see your answer... Lost about the whole three days on it :')

avatar image SalihBalkan Jun 16 '16 at 10:14 PM

But it still replicates. It just ignores the input event by a branch. Not practical for deployment because of the wasted data, it consumes nearly 16 kbits of network traffic per second, if you use this in Event Tick.

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