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AI Ragdoll Replication networking help

Hello there, I have been trying everything to get this working I thought I was doing well on networking until I hit this hurdle which soon became a wall. I am trying to shoot the ai (zombie) and if its a headshot it causes the ai the ragdoll then disappear after a set time. That all works fine but trying to network it, it only shows on the server. I have tried numerous combinations of replication methods but every time I can shoot the ai in the head with the client and it will ragdoll on server but no the client, but then when the life span is met it will delete from both client and server. I have ran out of ideas now please help Below are some screenshots of the code I currently have to handle the replication and a couple in game screenshots of what happens

I am using the client to shoot the zombie. It registers the headshot and ragdolls on the server but doesn't show this on the client. Actor is then destroyed on both server and client

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Product Version: UE 4.7
zombiekill.jpg (332.1 kB)
ragdoll1.jpg (349.7 kB)
ragdoll2.jpg (412.1 kB)
ragdoll.jpg (365.9 kB)
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asked Jun 01 '15 at 08:28 AM in Blueprint Scripting

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avatar image Scottc91 Jun 01 '15 at 08:31 AM

My blueprints are set to replicate encase you are going to ask. Thanks

avatar image Scottc91 Jun 01 '15 at 04:56 PM

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I used this code to ragdoll the AI after a delay to make sure it was not my projectile blueprint messing it up. This code again ragdolls on server and not on the client.

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This code calls a NON REPLICATED function from the remote swich to ragdoll the client. This is out of sync as the server ragdolls then short time later the client ragdolls. This is obviously not a solution but shows there is something wrong within the networking

avatar image Scottc91 Jun 03 '15 at 01:59 AM

I got it now where the zombie close up headshots server only and ragdoll on server only . Distant headshots headshot on client and server and ragdoll on both.... Then every so often same distance only server will headshot?... Now it's like the client is headshotting something that isn't there or not registering the clients head shot 100% of the time but server is

update I got it so client regularly ragdoll Ai on headshot but sometimes it doesn't register and only server registers the headshot.. Like close rang etc anyway around this?

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fixed this myself.

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answered Jul 12 '15 at 05:56 PM

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avatar image Beregron Jul 13 '17 at 09:29 AM

How do you fix it? I have the same Problem, that the ragdoll is either called or not. When it is called the ragdoll is not updatet to the Client or the Server. Each have ist "own" dead Enemy.

avatar image Scottc91 Jul 13 '17 at 12:38 PM

This was a long time ago and I'm not at my computer to look at the project. But off top of my head you have to make sure the actor collision preset is set to "ragdoll" and instead of using all the custom functions I simply just did a branch to check if head was hit and then ragdoll and it replicated.

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