x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Level blueprint : BeginPlay not executed on clients

Hi,

I am trying to find a way to know when the level is loaded after a seamless servertravel. Since OnPostLogin will not be called (no actual disconnection) I thought that the BeginPlay of the level was a nobrainer. This is my issue : The Event BeginPlay of the Level Blueprint is not executed on client but is executed on the authority WHEN I do a servertravel. But if I start in editor directly in the map (and don't use my lobby system) it works.

What can I do ?

Product Version: UE 4.8
Tags:
more ▼

asked Jul 02 '15 at 01:37 PM in Blueprint Scripting

avatar image

rXp
276 18 12 34

avatar image rXp Jul 03 '15 at 05:35 AM

I didn't find any documentation on what event is executed where :/

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Okey, it is not executed on the clients. You need to check on each tick on the clients if they finished loading the map by check if there controller is a local controller (means it has been possessed).

more ▼

answered Jul 03 '15 at 02:24 PM

avatar image

rXp
276 18 12 34

avatar image ScottMichaud Jul 14 '16 at 02:54 AM

BeginPlay should be called on level blueprints for both clients and server. I had this behaviour (BeginPlay only running on server) on non-seamless travel, and it ended up being my error. I forgot to call Super::HandleMatchIsWaitingToStart() when I overrode it in my AGameState subclass.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Try thisalt text

myevnt.png (46.4 kB)
more ▼

answered May 06 '17 at 10:12 AM

avatar image

wolfgangabersdorf
1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question