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Run on server does not work on Dedicated server?

I have a Run on server function in my weapon blueprint that is supposed to run the apply damage event. It works fine when one of the players is the host but on a dedicated server it doesn't work. In the debug mode on the dedicated server it looks as if only the client would run the blueprint while on the non-dedicated server both the client and server run the function? I am unsure if this is a bug or just me missing something in the way replication works on dedicated servers. What makes me suspicious of a bug is the fact that it works every once in a while as intended but not always.

Product Version: UE 4.10
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asked Nov 20 '15 at 08:25 PM in Bug Reports

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UDKAP
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Hi, I have menage to resolve this by moving the apply damage event to my character blueprint and using run on server there.

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answered Nov 21 '15 at 09:55 AM

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UDKAP
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avatar image Ben Halliday STAFF Nov 21 '15 at 06:36 PM

Without seeing the project, my guess is that this is an ownership problem. Since Run On Server RPCs can only be called by the Client on an actor owned by the Client (such as the player's Character BP), the weapon's ownership might be set differently in a dedicated server scenario than it is in a listen server scenario and that's probably why it isn't firing on the Server. Again, it's just a guess, but you should be able to avoid this issue entirely by running your RoS RPCs in the Character, Controller, or Player State BPs (as appropriate for the situation).

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