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Not replicating spawned actor when using StaticClass

When I spawn my actor on the server normally everything is fine.

 AVWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<AVWeaponPickup>(CurrentWeapon->WeaponPickupClass, SpawnLocation, FRotator::ZeroRotator, SpawnInfo);

But I am trying to create the pickup dynamically and when spawning with a StaticClass it is not replicating to clients. It works on the server and is purely a replication issue with spawning using AVWeaponPickup::StaticClass()

 AVWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<AVWeaponPickup>(AVWeaponPickup::StaticClass(), SpawnLocation, FRotator::ZeroRotator, SpawnInfo);
 
 if (NewWeaponPickup)
         {
             NewWeaponPickup->SetOwner(this);
             NewWeaponPickup->GetMeshComponent()->SetStaticMesh(CurrentWeapon->WeaponItemClass->GetDefaultObject<UVWeaponItemData>()->Mesh);
             NewWeaponPickup->WeaponClass = CurrentWeapon->GetClass();
 }

I read somewhere it's a owner issue and I tried setting the owner but it is not helping.

Product Version: UE 4.10
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asked Nov 24 '15 at 07:44 AM in C++ Programming

avatar image

Pirate
36 1 4 7

avatar image Pierdek Nov 24 '15 at 10:18 AM

What is parent class for AVWeaponPickup ? Whether AVWeaponPickup has set bReplicates = true; in native constructor ?

avatar image Pirate Nov 24 '15 at 11:06 AM

Everything replicates just fine, until I spawn it using the StaticClass(); So yes, is has bReplicates = true.

avatar image mrooney Nov 24 '15 at 04:13 PM

Are you explicitly setting it? If you're not, it's probably not replicating like you think it is. This needs to be in your constructor:

 SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
 bReplicates = true;
 bReplicateMovement = true;


edit: maybe not bReplicateMovement if you're not replicating movement.

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