Correct way to handle server "while busy" check in Blueprints
I'm implementing a card game and need help determining when the server is "busy" on the client.
The turn of events is first the client clicks on their deck (through a line trace), calls a server event which draws a card, and once the event is complete then the client can repeat the action. Of course, if the client clicks before the drawing event is finished, then nothing happens.
Here is the best logic I could think of:
Is this the best way? I'm sorry if I'm simplifying this too much, but I just need the basic framework of a client to server event where the client can't continue until the server is finished.
Any feedback is appreciated. Thanks!
asked Jan 01 '16 at 12:59 PM in Blueprint Scripting
What you can do, for a more direct approach, is use server and client events to set the busy status.
These need to be reliable events. Relying no replicated bools isn't a good idea. They may be replicated slowly and inconsistently.
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