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Replication transform issue BP


I have recently been messing around with BP replication and when I play with 1 player as the server everything works OK. But as soon as I set that player to a client everything breaks..

In short this is what I'm trying to do: 1. Spawn Volume BP has EventBeginPlay function that spawns an object with random scale/location 2. After a certain amount of time EventTick will update the spawned object that was created in EventBeginPlay changing its position and scale.

I can't seem to figure out why this isn't working on the clients as the object spawns for the clients, but once the EventTick eventually scales/relocates the object the object remains the same to the clients and is only being updated on the server.

Something to note, I do have Event Authority triggers at the begin of EventBeginPlay and EventTick to verify only the server can spawn/update the spawned object...

Any help on this would be very much appreciated.

I watched several replication tutorials and none of them seem to help with this use-case as I have done everything that instructed. Replicate Movement checked, Net Load on Client checked, Replicates checked.

Product Version: UE 4.10
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asked Feb 07 '16 at 06:46 PM in Blueprint Scripting

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I figured out how to do this...

For anyone else who may encounter this issue. What I did was created a custom event "UpdateObject" within the spawn BP. This was set to Multicast replication and then I made the transform edit from that. I called the UpdateObject from the EventTick event that calculates how much it should resize/relocate the object. EventTick is setup to only run on the server. So in essence the server does all the calculations and sends the updates to the clients.

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answered Feb 07 '16 at 07:35 PM

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