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Networking: specific Actor attributes not replicated to owning client

So I'm calculating the movement speed on the server. The server and every connected client correctly alter the max walkspeed of the calling client, however the owning client himself doesn't update his max walkspeed (probably it i's updated but immediately reset).

As I would prefer to not calculate the speed on the owning client after calculating it on the server and all solutions I've seen didn't include a separate calculation for the owning client I look for a way to correctly replicate the max walk speed from the server to the owning client.

Actually this seems to be true for various actor attributes and not only the speed values. The question remains the same tough. Any Input is valuable to me!

Product Version: UE 4.7
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asked May 22 '15 at 08:56 AM in Blueprint Scripting

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