How do I perform a Run On Owning Client in c++
In my Game project.h I have
So I let the client and server simulate physics, but at the end of the frame, I want the server to correct the client, (Since Pawn isn't network enabled).
In my Tick function
In my MyPawn.CPP
I checked the RPC on the UE4 web page, but they do not show how to implement CLIENT RPC calls.
Just to be clear
UFUNCTION(Client) means - run on the owning client ? So the client who owns the Pawn on the Server?
asked Mar 24 '16 at 11:54 PM in C++ Programming
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