I have not tried reproducing this in a blank project yet, here’s what I am doing:
- Character has an array of Actors (replicated)
- Character’s ‘on Begin Play’ triggers a Run on Server event that Spawns the Actors and adds them into the array
- In stand-alone I’m able to see that both Server and Client have the appropriate objects by doing the console command: getall MyCharacter_C MyAbilities (this was run on both client and server with the same results showing for both)
- The Actor MyAbility has an ‘Activate’ (non replicated) which calls ‘Server Spawn’ (Run on Server) that is supposed to spawn a particle effect through ‘Play for All’ (Multicast)
- Calling the ‘Activate’ from the Host plays everything as intended, both the host machine and client machine see the particle effect
- Calling the ‘Activate’ from the Client will not play anything, either on the Host or the Client
- I have a couple of print string at the beginning of ‘Activate’, ‘Server Spawn’ and ‘Play for All’.
- On the Host, all print string trigger, with the Play for All triggering on both host and client
- On the Client, only the ‘Activate’ print string triggers
Why is that?