Multiplayer variable replication: Client "Accessed none"?
I am learning the basics of UE4 networking and preparing my game for multiplayer:
A character has a variable "healthbarMaterial" (Type: Dynamic MaterialInstance). The Material is set to an Instance of a Material i created on the construction event.
Running the level on serverside works fine, on a client somehow my variable is not synced. "healthbarMaterial is set to "replicate". I am pretty sure i missed some pretty basic stuff here.
The following error occurs in the Message Log:
ConstructionEvent of Actor Z_Unit:
This is the corresponding function "HandleHealthbar":
Settings for variable "HealthbarMaterial":
You don't need to replicate anything graphics related, client should handle that based on game data he have from gameplay replication. I kind of susspecting server actully replicates none due fact it does not run rendering if you do dedicated, thats why you got errors
answered Oct 23 '15 at 01:52 AM
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