"Run on server" replicated event is called from non-owning server
Hello. I have been using replicated custom events in my PlayerController Blueprint to send messages between client and server.
The "Run on server" option for event replication updates the node label with the text "Replicated to server (if owning client)" which made me presume that the event is not sent to the server if the node is executed on a client that doesn't own it.
However, the server's version of a client's Controller is executing this node and calling the event (on itself) which I didn't expect to happen, so I've had to branch it with Is Local Player Controller for now.
This may be intended as it isn't actually replicating if the server is calling the event on itself, but it wasn't what I expected.
Can anybody explain?
When the server calls "Run on server" events, there is no replication involved so any rules involving replication don't apply in this case. I suppose the wording could be improved to reflect that.
If you need any more clarification please ask away :)
answered Apr 04 '14 at 12:41 PM
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