Spline Mesh Component replication bug
i´m programming a network based buildsystem like in RUST and i tried to implement the possibility to build fences. So i decided to give splines a chance because it looks good for my needs. Now my first prototype is working well with a bug. The problem/bug is that in network the clients doesn´t see the added spline mesh components but the collision works because the clients can´t run through them. The host always see all spline mesh components. The first placed Spline with its first two points is visible to all. When i´m adding new spline points to a selected spline and call my render function the spline with all its new splinepoints/spline mesh components are only shown on the host.
Here screens from the runtime: The numbers over the pillars are the spline points.
Here i add a spline point to an existing spline and call a defined function of the Spline BP_Actor called "RenderSpline".
Now in the "RenderSpline" function i do this:
and in the Subfunction called "BuildSplineElement" i do this:
I already tried to seperatly set the reference "Local Current Spline Mesh" to set replicated to true, but this doesn´t help.
Now i´m really annoyed and confused about this and hope there is some one on the planet who can help me out.
Here is a screen of what i´m already able to build with my network based buildsystem:
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