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Replicating line trace problem

Hey guys, so the server line trace doesn't show properly on the other clients where as the clients work perfectly as intended, any ideas? Been scratching my head for last few days over it and finally gave in to asking hehehe

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Product Version: UE 4.10
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asked Apr 14 '16 at 11:54 AM in Blueprint Scripting

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Pantlessnoodle
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4 answers: sort voted first

Do your character and weapon-actor replicated?

Try to use LineTrace event as "Run on Server" RELIABLE

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answered Apr 16 '16 at 09:02 AM

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iRYO400
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avatar image Pantlessnoodle Apr 16 '16 at 02:22 PM

Yeah i've tried so many things and it stays the same :/

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  1. Set up a server-executed custom event.

  2. Set up a client-executed draw trace event.

  3. Call the server-executed custom event that triggers the client event draw line trace at xy

  4. All clients will receive the event.

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answered May 28 '16 at 04:59 AM

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Dodgin
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avatar image Dodgin May 28 '16 at 05:17 AM

(the server cannot draw things, it is a server - beep boop)

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you are executing on all but how do the other clients know which is the source of the line trace? you (as client) have to pass the source pawn to a RunOnServer event, that RunOnServer has to replicate all, passing the pawn reference, and then cast it to your soldiercharacter and start getting the components from that cast. that way you are telling everyone "ok guys, this pawn just made a line trace from here, to there, replicate it on your screens". hope it helps and tell me how far you get with that.

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answered May 28 '16 at 05:18 AM

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jblaswu
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2 custom events needs: first RunOnServer than Multicast it!

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answered Jun 13 '17 at 02:29 PM

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Martole
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avatar image Samuelb Aug 04 '17 at 02:57 PM

This will probably work, i've got a similar setup with ragdolls and it works. My current linetrace setup uses a multicast, it seems to be abit inconsistent. (sometimes events won't fire on server eventhough they should). I'm going to try this out later and report my results.

-SamuelB

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