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.
asked Feb 07 '16 at 06:46 PM in Blueprint Scripting
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.
answered Feb 07 '16 at 07:35 PM
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